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Full text of "3D Construction Kit (1991)(Domark)[a]"

IBM PC, AMIGA and ATARI ST 

CONTENTS 

INTRODUCTION 2 

REGISTRATION AND ACKNOWLEDGEMENTS 2 

LOADING INSTRUCTIONS 4 

INTRODUCTION TO THE EDITOR 4 

MOVEMENT AND VIEWPOINT CONTROLS 7 

THE 3D KIT GAME 7 

CREATING AND EDITING YOUR FIRST OBJECT 7 

THE USER INTERFACE 9 

FILE MENU OPTIONS 13 

GENERAL MENU OPTIONS 18 

AREA MENU OPTIONS 25 

OBJECT MENU OPTIONS 35 
CONDITIONS - FREESCAPE COMMAND LANGUAGE (FCL) 43 

THE ANIMATION CONTROLLER 57 

EXAMPLES 58 

VARIABLES 60 

SOUND EFFECTS 62 

APPENDIX 64 

PC - ADDITIONAL INFORMATION FOR VGA 66 

INDEX 67 



INTRODUCTION 

Welcome to the 3D Construction Kit. We had often been asked when a Freescape 
creator would be made, so here it is! It represents a total of four and a half years of 
actual development, and many more man-years. 

The program uses an advanced version of the Freescape 3D System, and will 
allow you to design and create your own 3D Virtual Worlds. These could be your living 
room, your office, an ideal home or even a space station. 

You may then walk or fly through the three dimensional environment as if you 
were actually there. Look around and up and down, move forward and back, go inside 
buildings and even interact with moveable or animating objects. The facilities to make a 
fully fledged action adventure game are even included: just add imagination... 

Most of all, though, just have fun creating, experimenting, colouring and playing in 
3D - you can easily lose all track of time ! 

I hope you enjoy using the 3D Construction Kit as much as we enjoyed creating it. 
Have fun ! 



1^2^ ;4~-<^W 



Ian Andrew 

REGISTRATION 

It is essential to register as a 3D Construction Kit user, as support can only be 
given to registered owners. The registration form is included with the package. 

All correspondence should be sent to Mandy Rodrigues, at the address shown 
below. If a reply is required a stamped addressed envelope must be enclosed. 

THE 3D CONSTRUCTION KIT USERS CLUB 

The Club is provided to offer additional help and advice for users of the 3D 
Construction Kit and will consist of a bi-monthly newsletter packed full of news, 
information, hints and tips on the system to allow everyone to use it to its full potential. 
It will also act as a forum for users to exchange ideas and information. To apply for 
membership of the club, just fill in the relevant section of the registration card and 
further details and information will be sent to you. All registration forms should be sent to: 

Mandy Rodrigues, 67 Lloyd Street, 
Llandudno, Gwynedd, LL30 2YP. 

ACKNOWLEDGEMENTS 

Produced and conceived by: Ian Andrew 
Design team: Ian Andrew 

Paul Gregory 

Eugene Messina 

Kevin Parker 

Programmed by: ST/AMIGA Paul Gregory 

PC Kevin Parker 

Kit game and artwork by: Eugene Messina 

Additional programming: Sean Ellis 

Freescape development: Chris Andrew 



Manual by: Mandy Rodrigues 

Typesetting: Peter Carter of Starlight Graphics 

Additional contributions: Andy Tait 

Helen Andrew 

Anita Bradley 

Ursula Taylor 
Thanks also to: Domark Software 

Degas and Deluxe Paint are trademarks of Electronic Arts. 
Neochrome is a trademark of Atari Ltd. 

Il^itiSWIif? is a registered trademark of Incentive Software. 
Program and documentation copyright© 1991 New Dimension International 
Limited, Zephyr One, Calleva Park, Aldermaston, Berkshire RG7 4QW. 

NOTICE 

You may make only one copy of this software, to use as a working copy. Keep 
your original disc in a safe place. You may not copy this manual. It is a criminal 
offence to sell, hire, offer or expose for sale, or hire or otherwise distribute 
infringing (illegal) copies of this computer program or its documentation and 
persons found doing so are liable to criminal prosecution. Any information on piracy 
should be passed to The Federation Against Software Theft (FAST), 132 Long Acre, 
London WC2E 9AH. 

DISCLAIMER 

Due to the complexity of this program, Incentive Software ("The Company") 
hereby disclaims all warranties relating to this software, whether express or 
implied, including without limitation any implied warranties of merchantability or 
fitness for a particular purpose. The Company will not be liable for any special, 
incidental, consequential, indirect or similar damages due to loss of data or any 
other reason, even if The Company or an agent of The Company has been advised 
of the possibility of such damages. In no event shall The Company's liability for any 
damages ever exceed the price paid for the license to use software, regardless of 
the form of the claim. The person using the software bears all risk as to the quality 
and performance of the software. 

VIRUSES 

The disks included with the 3D Construction Kit are guaranteed to be in correct 
working order and free from virus programs. It is the purchaser's responsibility to 
prevent infection of this product with a virus, which may cause the program to 
cease working. Incentive Software will in no way accept liability or responsibility for 
virus infection or damage which can always be avoided by switching off the 
machine for at least 30 seconds before trying to use this product. It is also useful to 
bear the following points in mind, which will reduce the possibility of infection: 

* Always switch off before loading a new program 

* Use a virus checker program regularly 

* NEVER use pirated disks 

* NEVER boot from suspect disks 

* Write protect your original disk 



LOADING INSTRUCTIONS 
AMIGA 

Booting from the program disc - insert Program disc in drive DFO: and reset the 
machine, the Construction Kit will autoload. 

Running from Workbench - with the Program disc in drive DFO: double click on 
the icon for Drive DFO: to open its directory window and then double click on the 
Construction Kit icon to startup the Construction Kit. 

Running from CLI - make sure the current CLI directory is the directory in which 
the Construction Kit program is stored, type 3DKITto start up the Construction Kit. Note 
- it is essential that the following files are in the root directory - 3DKIT.RSC and 
SAMPLES. BNK. 

Installing on Hard Disc - Run the INSTALL program from the CLI and answer the 
on screen prompts to install the Construction Kit on to a specified hard disc. 

ATARI ST 

Booting from Program disc - insert Program disc in drive A: and reset the machine, 
the Construction Kit will autoload. 

Running from Desktop - with the Program disc in drive A: double click on the icon 
for drive A: to open its directory window then double click on the 3DKIT.PRG icon to 
start the Construction Kit. 

Note - it is essential that the following files are in the same directory as the main 
program - 3DKITRSC and SAMPLES. BNK and that the program is called while the 
current directory is the same as the one containing the Construction Kit. 

Installing on Hard Disc - Run the INSTALL. TOS program from the desktop and 
answer the on screen prompts to install the Construction Kit on to a hard disc. 

PC 

Boot up from DOS, then insert the relevant disc in the current drive. Type 3DKIT 
(Return) at the DOS prompt to load. Follow any on screen instructions. 

Installing on Hard Disc - Follow the instructions for loading, but type INSTALL 
(Return) at the DOS prompt. Follow any on screen instructions. Type README (Return) 
at the DOS prompt to see any extra instructions or amendments to the manual (if any). 

INTRODUCTION TO THE EDITOR 

The 3D Construction Kit is designed to be user-friendly with icons and pull-down 
menus enabling the user to quickly understand the working environment. 

Upon loading the program you will see the Main Screen (Figure 1) which is 
divided up into the following areas: 

MENU SELECTOR: This is the top text line which contains the headings for the 
various menus. To access one of the menus simply move the mouse pointer over the 
desired heading and the relevant menu will open below the heading. Moving the mouse 
pointer over the options within the menu will highlight them and then pressing the 
mouse button will select the option currently highlighted. Moving the pointer out of the 
boundary of the menu will cause it to retract. 

The PC version of the construction kit has the option not to use a mouse. In this 
case, the cursor keys ( on the numeric keypad ) will move the mouse cursor around the 
screen in the desired direction. To move faster, press either shift key at the same time. 
The Insert and Delete keys, also on the numeric keypad, act exactly like the left and 



MENU SELECTOR 

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VIEW WINDOW 

1 



INFO BAR 




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SHORT OUT I60NS 
MODE ICONS 



MAIN SCREEN 

Figure 1 



FREESCAPE ICONS' 



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right mouse buttons. The joystick options act in similar manner; the stick moves the 
cursor, the buttons correspond to the mouse buttons. 

Below the Menu Selector you will see the main VIEW window. This area is 
always used to display the current FREESCAPE view as seen from whichever 
camera is currently selected. 

Below the VIEW window is the INFORMATION BAR. This initially reads 
AREA 001 POS:4000, 0300,4000 ROT:000,000,000. This shows the current area, 
your present viewpoint coordinates (shown as X,Y,Z), and the angle of view (yaw, 
pitch and roll). When in edit mode this line will change to read the object name you 
are editing, its position in the environment and its size. The information will be 
especially useful when animation or other more advanced uses of the system are 
required. 

Below the Information Bar you will see a series of Icons. These are the MODE 
and FREESCAPE icons. The MODE icons are on the left of the screen. EXCL 
(Exclude) is useful when editing objects. Clicking on this icon will EXCLude all 
background information and leave the currently selected object to be edited. Just to 
the right of this you will see HIGHL or Highlight which when activated will. 
HIGHLight the selected object for ease of identification during work. Just to the 
right of these you will see a set of small icons in the form of arrows. These icons 
are very useful. When an object is selected, eg. for editing, if these arrows are 



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activated they will lock onto the current object from the front, rear, either side, or top 
and bottom. Alongside these you will see two further icons which are MODE and STEP. 
Mode toggles between WALK, FLY1 , FLY2, CAM1 through CAM5 and LOCK, and STEP 
toggles between USER and FINE. USER is the standard speed of operation/movement 
which is initially set by the PREFERENCES menu which is found under GENERAL on 
the Menu Bar. FINE is used for fine work when only a small movement is required in 
editing or movement. 

The different modes selected by the MODE icon affect your movement as follows: 
WALK allows you to move along the ground, with the restriction of gravity - you 
can climb onto objects and fall off them. Your height above the floor is restricted to 
between 64 and 280 units, corresponding to a crouched and standing position. 

FLY1 removes restrictions on gravity. You can now fly with complete freedom in 
three dimensions. Forward motion is restricted to a horizontal plane, so that you can fly 
forward and look down at the same time. 

FLY2 is very similar to FLY1 , except that you now fly in exactly the direction you 
are looking. 

CAM1 through CAM5 control five "cameras' 1 which can be placed anywhere. 
Control is similar to FLY1, except that the cameras are allowed inside objects and 
outside the area. When you change to another view the camera's position is saved, so 
that on returning to that camera the view position is retained. 

WALK, FLY1 and FLY2 have collision detection built in; they will not travel through 
solid objects. These modes are the only three possible within a runnable program or the 
test screen. 

To the right of the MODE icons you will find the FREESCAPE icons. The first of 
these are a set of directional arrows which are used for YOUR movement within the 
environment. Using these arrows you can move left, right, forwards, backwards, rotate 
left, rotate right, make a complete u-turn, move yourself up or down and toggle the 
cross-hair cursor on and off. To the right of these you will see the rest of the Freescape 
Icons which control your view movement. These allow you to look up, look down, roll 
and clicking on the centre "eye" icon will return your view to the centre view once more. 

Note that the EDIT and FREESCAPE icons remain on the screen and can be 
used at most times during editing. 

Below the MODE and FREESCAPE icons you will see the SHORTCUT icons. 
These icons are marked SELECT, COPY, CREATE, EDIT, TEST, RESET, CONDITION, 
DELETE, ATTRIBUTES and COLOUR. These are shortcut icons which duplicate the 
more commonly used functions which are also available from the Menus as follows 
(from left to right): 

DRTCUT ICON IN MENU 

SELECT OBJECT 

COPY OBJECT 

CREATE OBJECT 

EDIT OBJECT 

TEST GENERAL 

RESET GENERAL 

CONDITION OBJECT 

DELETE OBJECT 

ATTR (Attributes) OBJECT 

COLOUR OBJECT 



GETTING TO KNOW THE MOVEMENT AND VIEWPOINT CONTROLS O 

(Refer also to The User Interface Section on page 9) 
First load in a datafile from the disc. Move the mouse pointer to the MENU 
SELECTOR and move it to the left until the FILE menu appears. Move the pointer Q 

down until LOAD DATAFILE is highlighted and click the left mouse button. 
A dialogue box will appear showing all the available files and directories on thedisc. 
Move the mouse pointer to the file named KITGAME ( CGAGAME or EGAGAME on 
the PC ) and click the left mouse button. The name will appear next to the heading 
FILE. Next, click on the OK button and the datafile will load, and after a few 
moments will appear in the VIEW window. 

Now using the FREESCAPE icons experiment with moving around the new !±j 

environment. Move in all the directions you can until you become completely m 

familiar with how to "move yourself around within the FREESCAPE landscape. O 

Press the left mouse button within the VIEW window to see how some objects may 
be SHOT. Pressing the right mouse button within the VIEW window to ACTIVATE 
an object. Activating an object in the VIEW window will appear to have no effect 
unless conditions have been entered which are triggered by the ACTIVATED? 
condition. Try this on the door to the building. (Note that activating objects can only 
be done within a finite range). 

THE 3D KIT GAME JJJ 



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This has been included as an example to illustrate some of the environments 
that are possible. This is supplied as a datafile and can be played as a stand alone 
game. First load KGBORDER (or KGCGAPIC for CGA PC, or KGEGAPIC for EGA 
PC, all in directory BORDER ), from the BORDER function in the RLE menu, then 
click on the TEST SHORTCUT icon to play the game from within the kit. To make a 
"stand alone" game or environment use the MAKE function found in the FILE menu 

The object of the game is to escape from the mysterious world in which you 
find yourself, and return to Earth. Some sort of space vehicle will probably come in 
handy (large clue). F1 will return you to the Editor. UJ 

Advanced use has been made of animations and conditions, and these can w 

be examined and edited using the relevant functions. O 

See if you can complete the game without cheating ! 

CREATING AND EDITING YOUR FIRST OBJECT 

First the existing datafile must be cleared from the VIEW window. To do this, 
move the mouse pointer up to the MENU SELECTOR and move along to the FILE 
menu. Move the pointer down until the CLEAR ALL is highlighted and press the w 

mouse button. An ALERT BOX will appear warning that all current data will be lost 
if the operation continues. Click on OK and after a few moments the VIEW window 
will clear revealing an empty area. 

Now move the mouse pointer to the SHORTCUT icons and click on CREATE. 
These icons will now be replaced with a further set of icons each showing a 
particular type of object for you to select. Move the mouse pointer to the CUBE 
icon and click the mouse button. A grey cube will now appear in the VIEW window. 
Note that the SHORTCUT icons reappear once the cube has been created. 

Next select the COLOUR icon and you will see that a list of objects appears 
on the lower half of the screen. At present it should show: 

001 CUBOID 001 

002 CUBOID 002 

7 



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Click on cuboid 002 to select this object. Move the mouse pointer to the small "tick" at 
the top left of the selector and click on this. An alternate method would be to click 
directly on the cube in the VIEW window. The screen should now change to show the 
colour panel. 

To the left of the colour bar you will see six small squares which represent the six 
sides of the cube and show their current colours, opposite sides of the cube are linked 
by square brackets. At the moment there should be two white, two medium grey and two 
dark grey. These may vary depending on the computer. 

Colouring the cube can be done in two ways: using these squares to colour all 
sides of the cube in one easy movement, or using the image of the cube on the screen. 
To colour the cube the easy way, move the mouse pointer over any colour you wish to 
use and select that colour by clicking the left mouse button. Note that the colour you 
have selected will appear in the small window above the UNDO and OKAY icons to the 
right of the colour bar. Now move the mouse pointer over one of the squares on the left 
of the colour bar and click the right mouse button to transfer the chosen colour. The left 
mouse button acts as a "get colour" and the right mouse button as a "put colour" 
Repeat this process until all six of the squares are coloured to your choice. You will also 
note that at the same time the cube in the VIEW window is also being coloured. 
Selecting UNDO will undo the last colour changes. Also note that pointing at an area of 
the VIEW window and clicking the left mouse button will select this colour. 

The ST and Amiga versions allow colouring of the cube directly on the VIEW 
window. Just move the mouse pointer to the colour you require on the colour bar and 
press the left mouse button, check that the box on the right has changed to the chosen 
colour (also note that the chosen colour will be highlighted on the colour bar). Now 
move the mouse pointer to the face of the cube and click the right mouse button to 
transfer the chosen colour to the face of the cube. 

For obvious reasons the first method of colouring the object is preferable as all 
sides may be coloured at once. The second method would involve either turning the 
cube, walking to the other side of the cube to view the hidden side, or using the View 
Lock arrows. 

The Horizon colours can only be altered (on the ST and Amiga only) in the colour 
areas above and below the S and G letters. Use the Sky and Ground Icons on PC. 

Now we will edit the cube. Move the pointer to the OKAY icon to the right of the 
colour bar and press the mouse button. The SHORTCUT icons will now reappear. Move 
the mouse pointer to the EDIT icon and press the mouse button to select it. Now either 
select CUBOID 2 from the object selector list or click on the cube in the VIEW window. 

The EDIT Window shows five different groups of icons, POINT, TURN, SHRINK, 
STRETCH and MOVE. Depending on which type of object you are editing, only the 
editing groups available for your selected object are shown. As we are editing a CUBE 
the POINT icons are dimmed to show that they are not available. 

Note that when an object is first created it is positioned above the "ground" so we 
will remedy this now. Move the mouse pointer to the MOVE icons and position the 
pointer over the icon shown as an arrow pointing down with a small line above it and 
press the mouse button. The cube in the VIEW window will now begin to move 
downwards. Keep pressing this icon and watch the INFORMATION BAR to see how the 
position coordinates change. The bottom of the cube may disappear from view as the 
cube is moved downwards. When you have moved the cube down as far as it will go 

8 



move the mouse pointer to the FREESCAPE icons and select the arrow pointing 
downwards. Press the left mouse button to "move" yourself backwards from the 
cube until all areas of the cube are visible. 

Now move the mouse pointer to the STRETCH icons and click the left mouse 
button over the icon represented by an arrow pointing to the right. The cube will 
now stretch towards the right. SHRINK has the opposite effect to STRETCH. 

Experiment a little with these icons until you are completely familiar with 
stretching, shrinking and turning/flipping the cube. Then try to bring the cube back 
to its original size (200,200,200). 

When you have done this, move the mouse pointer to the OKAY icon and the 
SHORTCUT icons will reappear. Now move the mouse pointer to the COPY icon. 
The item selector will appear in the usual way. 

Select the cube by clicking on this in the VIEW window. A DIALOGUE BOX 
will appear requesting that you select where you wish to copy the object to. Click 
on LEFT and click on OK. You will now see that the cube has been copied to the 
left of the existing cube. This will be called CUBOID 003. The new cube can be 
edited in the same way by selecting the cube from the item selector in the usual 
way. 

THE USER INTERFACE 
FILE SELECTOR 

The file selector (See Figure 2) will appear when SAVE DATA, LOAD DATA, 
LOAD OBJECT or LOAD BORDER is selected from the FILE menu at the top of the 
VIEW window. The first files in the current directory will be displayed. The arrows 




PHTH-DFe: 
FILE-IEST.FiLL 



FILE SELECTOR 

Figure 2 
9 



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on the right of the file selector will scroll up or down through the files in the current 
directory if there are more files than can be shown in the space available. Select the 
required file by clicking on the filename with the mouse button and the selected 
filename will appear to the right of the FILE heading. Alternatively, you can click on the 
FILE heading and type in the file name using the keyboard, pressing RETURN when 
satisfied. To load or save the selected file click on OK. Just above the FILE name is the 
PATH which shows which drive is currently being used, along with the current position 
within directories. This can be changed to another drive or hard disc by clicking on it 
and typing the new path name in similar fashion to the filename. (ST and AMIGA only). 

ALERT BOXES 

During environment creation there will be instances where something you have 
attempted to do will be either not possible or irrevocable. In these instances an ALERT 
BOX (See Figure 3) will appear with information about the function requested. If the 
function is not possible the alert box will simply inform you of this and then wait for 
confirmation before cancelling the function. If the function is irrevocable i.e. CLEAR ALL 
the alert box will give you the chance to reconsider the action and continue with or stop 
the function. ALERT BOXES are also used to inform you that an otherwise invisible 
function has executed correctly. In this case the alert box will simply require input from 
you to confirm the message has been received. 



! WARNING ! 
THIS OPERATION UILL DESTRO" 
RLL CURRENT DRTR 

iKl IChNCELI 



ALERT BOX 

Figure 3 



DIALOGUE BOXES 



There are various parts of the environment creation which will require input from 
you to set parameters relating to the current function. These parameters will usually be 
set within a DIALOGUE BOX (See Figure 4). 

DIALOGUE BOXES are simply windows which will open at a set place (usually 
the centre of the screen) these are similar to ALERT BOXES but with the added ability 
of user interaction. Interaction takes place in one of two ways, buttons or text/numerical 
input. Buttons can be one of three types. TOGGLE buttons which toggle between 
selected and unselected when activated. RADIO buttons which are part of a group of at 
least two buttons, when one radio button in a group is selected all other members of the 
group are unselected. FUNCTION buttons which do a specific task directly i.e. OK or 
CANCEL. 

Text boxes may be edited by first clicking with the mouse over the text to be 
edited and if the text may be edited it will become inversed and a cursor will be 
displayed at the first character. You may then type your text in using the normal 
functions. DEL deletes a character under the cursor, BACKSPACE deletes the character 
before the cursor and other keys enter the desired character over the current content of 
the cursor position. Some text lines will restrict you to either NUMERICAL or ALPHA 



10 





OBJECT ATTRIBUTES 


NftME 
TYPE; 
POSITION^ 
SIZE: 


SENSOR 002 

SENSOR 

4O60, 0360.4760 

0000, 0000. 0000 


CURRENT STATUS; 


1 VISIBLE 1 


INITIAL STATUS: 


1 VISIBLE I 


RANGE: 


1023 


SPEED: 
DIRECTION: 


0050 


EFFECT : 
ANIMATION: 


[ SHOOT I 


1 STATIC I 


START POSITION: 


REFER POSITION 


lE3l 





DIALOGUE BOX 

Figure 4 

characters only. To end editing of a particular text item, simply press the RETURN 
key whereupon the text will return to normal print and any restrictions on numerical 
values will be applied i.e. if you were to type in the number 9000 for an object 
position, as the maximum area coordinate is 8192, it will automatically be restricted 
to 8192 on pressing RETURN. Note that while editing a text or numerical item it is 
impossible to exit the DIALOGUE BOX or edit any other fields until you have 
finished editing the current text item by pressing RETURN. 

TEXT EDITING 

Text editing takes place in the lower half on the screen directly below the 
VIEW window after selecting any of the icons which bring up the text editing 
window. An inverse square will indicate your current cursor position. This position 
may be changed by either the keyboard or the control icons. (See Figure 5) 



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flPOVflR (i,V2«5) 
SOUND (3) 
IF VIS? (21) 
fiND VI 3? (22) 
AND VIS? (23) 
THEN EXECUTE (44) 
END IF 

IF VIS? (24) 
fiND VI 3? C; 
AND VIS? (26) 
THEN EXECUTE (44) 



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TEXT EDITOR 

Figure 5 



11 



TEXT EDITING CONTROLS 



ST and AMIGA 



MOVE CURSOR LEFT 
ONE CHARACTER 

MOVE CURSOR RIGHT 
ONE CHARACTER 

MOVE CURSOR UP 
ONE LINE 

MOVE CURSOR DOWN 
ONE LINE 



RETURNj ^sertaloe 



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MOVE CURSOR 
UP 1 PAGE 

MOVE CURSOR 
DOWN 1 PAGE 



[b. space! 

[DELETE I 
IfHELPJ 

[run 



DELETE THE CHARACTER 
BEFORE THE CURSOR 

DELETE THE CHARACTER 
UNDER THE CURSOR 



TOGGLE BETWEEN, HALF 
& FULL SCREEN MODES 



CANCEL EDIT 



Then select the TICK Icon to enter your text Into memory or the CROSS Icon to cancel. 
PC 



MOVE CURSOR LEFT 
ONE CHARACTER 

MOVE CURSOR RIGHT 
ONE CHARACTER 

MOVE CURSOR UP 
ONELLW 

MOVE CURSOR DOM 
ONE LINE 

MOVE CURSOR UP 
ONE PAGE 



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iry uni DQm QNE pAGE 



b.space! 



[ DELETE 1 
(HOME< 

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DELETE THE CHARACTER 
BEFORE THE CURSOR 

DELETE THE CHARACTER 
UNDER THE CURSOR 

MOVE CURSOR TO START 
OF TEXT 

MOVE CURSOR TO END 
OF TEXT 



CANCEL EDIT 



SHIFT 1 + |[RETURn1 



ACCEPT 
EDIT 



return! 



INSERT A LINE 



INSERT SOME OF 
FlJ tO |[F10l THE MORE COMMON 
FUNCTIONS 



Then select the TICK Icon to enter your text Into memory or the CROSS Icon to cancel. 

12 



FILE MENU OPTIONS 



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SAVE DATA 



Name: SAVE DATA 

Function: To save all the data in memory to disc as a 
datafile. 

Action: When File Selector appears, enter a name 

for the datafile, press RETURN, then click 
on OK or press RETURN again. 

Response: The current datafile will be saved to disc. 
(See the Appendix for list of Error Messages). 

Note 1: This function actually saves all FREESCAPE 

data to the disc including - Datafile, colours, 
sound data (not samples), and name data. 

Note 2: On the PC, the file extension will be forced 

to .KIT, and an second file with extension 
which contains the object and area names. 

Note 3: On both the PC and ST, the maximum name length is 8 characters. 

Note 4: Possible errors include Disk write protected, Disk full, No disk in 

drive. 

Note 5: For a full list of Amiga and Atari ST error messages, see Appendix. 



LOAD DATA 

SAVE OBJECT 
LOAD OBJECT 

LOAD BORDER 

MAKE 

CLEAR ALL 

DELETE FILE 

ABOUT 

QUIT 



.NAM will also be saved 




GENERAL:; 



AREA 



■..-.•:•.•..•., iv>.,.-. , ,'.•- .,-... ,. * -;.,".<. .^•^...^A.rw^i 



OBJECT 



Name: LOAD DATA. 

Function: To load datafile from disc. 

Action: When File Selector appears, select datafile 

from the file selector and click on OK or 
press return. 

Response: The datafile will be loaded from disc. 

Note 1: Any data previously in memory will be over- 

written. 

Note 2: On the PC, a file with extension .NAM will 

also be loaded. If this is not found, default 
area and object names will be used. 

Note 3: See also notes for SAVE DATA. 

13 



X 



SAVE DATA 



LOAD DATA 



SAVE OBJECT 
LOAD OBJECT 

LOAD BORDER 

MAKE 

CLEAR ALL 

DELETE FILE 

ABOUT 

QUIT 




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GENERAL 



AREA 



OBJECT 






Name: SAVE OBJECT 

Function: To save a single Object or Group to disc for 

reloading later (or into another area or datafile). 

Action: Enter name to save object, press RETURN, then 

click on OK or press RETURN again. 

Response: The object will be saved to disc. 

Note 1: Neither conditions nor names will be saved 

along with the object. 

Note 2: On the PC, the file extension will be forced to 
.OBJ . 

Note 3: See also LOAD OBJECT. 



SAVE DATA 
LOAD DATA 



SAVE OBJECT 



LOAD OBJECT 

LOAD BORDER 

MAKE 

CLEAR ALL 

DELETE FILE 

ABOUT 

QUIT 



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Name: 



GENERAL 



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OBJECT 



Function: 

Action: 

Response: 
Note: 



LOAD OBJECT 

Load a specified Object or Group into the current 
data. 

Click on object name you wish to load. Click on 
OK or press RETURN. 

The object will be loaded from disc. 



First an attempt will be made to position the 
object at the position at which it was saved. If 
this fails the object will be moved up and further 
attempts to position will be made. If the top of the 
area is encountered the operation will be aborted 

and an alert box will be displayed showing the * " ■ 

required coordinates and size of the object, it is then up to you to ensure 
that enough free space exists for the object to be placed before retrying. 



SAVE DATA 
LOAD DATA 

SAVE OBJECT 



LOAD OBJECT 



LOAD BORDER 

MAKE 

CLEAR ALL 

DELETE FILE 

ABOUT 

QUIT 



14 




GENERAL 



Name: 
Function: 

Action: 



Response: 
Action: 

Response: 
Note 1: 

Note 2: 



AREA 



OBJECT 



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LOAD BORDER 

Load a picture file from disc to use as a 
border in the TEST screen. 

ST and AMIGA only: When a DIALOGUE 
BOX appears requesting Format, select 
DEGAS, IFF or NEOchrome. Then click on 
OK. 

A file selector will appear. 

Click on the file to be loaded from disc. Then 
click on OK or press RETURN. 

The border will be loaded from disc into the 
TEST Screen. 



SAVE DATA 
LOAD DATA 

SAVE OBJECT 
LOAD OBJECT 



LOAD BORDER 



MAKE 

CLEAR ALL 

DELETE FILE 

ABOUT 

QUIT 



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Borders can be created and loaded into memory from other programs 
providing that they are in one of the acceptable formats i.e. 
ST/AMIGA: 320 x 200 pixels, 16 colours, Lo-Res and NTSC format. 
PC CGA: 320 x 200 pixels, 4 colours. 
PC EGA: 320 x 200 pixels, 16 colours. 

On the PC, borders must be in IFF format only, and have an extension 
of .LBM . 




Name: 



Function: 



Action: 



Response: 



Action: 



GENERAL 



AREA 



OBJECT 







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MAKE (ST and AMIGA) 

To make a "stand alone" environment from 
the data in memory. 

When a file selector appears asking for the 
"RUNNER" (which is a program supplied on 
the Construction Kit Disc). Find the 
"RUNNER" program either on the Main 
Program Disc or on your Hard Disc, if you 
have copied it onto there). Click on OK 
once it is located. 

The File Selector wi 
the MAKE PATH. 



reappear asking for 



SAVE DATA 
LOAD DATA 

SAVE OBJECT 
LOAD OBJECT 

LOAD BORDER 



CLEAR ALL 

DELETE FILE 

ABOUT 

QUIT 



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Choose the directory you wish your environment to be created on 



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and type a name for the environment into the FILE name area (any 
extender will be ignored). If the drive with the "RUNNER" disc in and the 
drive with the selected environment disc are the same i.e. both A or DFO: 
you will be asked to ensure that the correct disc is inserted at various 
intervals during the "MAKE" process. 

Note: When completed there will be four new files in the chosen directory, 

<NAME> ( or <NAME>.PRG ), <NAME>.DAT, <NAME>.SAM and 
<NAME>.BDR as follows: 

<NAME> - Tne main program. ( <NAME>.PRG on the ST ) 
<NAME>.DAT - The encrypted datafile. 
<NAME>.SAM - The sample bank. 
<NAME>.BDR - The border screen. 

Where <NAME> is the environment title given in stage two. 

Run <NAME> to run your environment. 

Free distribution of stand alone runnable data files is permitted providing 

that the 3D Construction Kit is acknowledged on screen and in any 

accompanying documentation. 




GENERAL 



AREA 



OBJECT 






Name: 
Function: 

Action: 

Response: 
Note 1: 
Note 2: 



MAKE ( PC only ) 

To make a stand alone environment from the data 
in memory. 

Enter name for the runnable datafile in the file 
selector, then press RETURN. Click on OK or 
press RETURN again. 

The datafile will be saved. 

The file extension will be forced to .RUN . 



Note 3: 



SAVE DATA 
LOAD DA'iA 

SAVE OBJECT 
LOAD OBJECT 

LOAD BORDER 



CLEAR ALL 

DELETE FILE 

ABOUT 

QUIT 



In order to run the "stand alone" environment you 

will need a datafile saved using the MAKE option 

as detailed above, and a copy of the appropriate 

runner program from the RUNNERS directory on 

the master disk. This will be either RUNCGA.EXE, or RUNEGA.EXE 

depending on the video mode required. To run the environment, enter at 

the DOS prompt: 

RUNCGA<NAME>.RUN 

where <NAME> is the name of the required datafile. For an EGA datafile, 
type RUNEGA instead of RUNCGA. 

RUNEGA will only run datafiles saved from the EGA version of the 
Construction Kit, and similarly for CGA. 

On running a stand-alone environment, a control option menu will appear. 

16 



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GENERAL 



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Name: CLEAR ALL 

Function: To clear the current Data from memory and 
replace with the default area. 

Response: Alert Box will appear requesting 
confirmation of the action. 

Action: Select OK or CANCEL from the Alert Box. 

Response: If OK selected the current data will be 

cleared. If CANCEL selected the Data will 
be left as it was. 




SAVE DATA 
LOAD DATA 

SAVE OBJECT 
LOAD OBJECT 

LOAD BORDER 

MAKE 



CLEAR ALL 




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GENERAL 



AREA 



OBJECT 






Name: 
Function: 
Response: 
Action: 

Response: 
Note: 



DELETE FILE 

Deletes an unwanted Datafile from the disc. 

A file selector will appear. 

Select the Datafile to be deleted and select 
OK. 

The Datafile will be deleted from the disc. 

This function will allow deletion of old files 
from the disc. This can be used to free 
space on a disc prior to saving. 



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SAVE DATA 
LOAD DATA 


S3 


SAVE OBJECT 
LOAD OBJECT 


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LOAD BORDER 




MAKE 




CLEAR ALL 




DELETE FILE 


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ABOUT 


QUIT 


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17 



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GENERAL 



AREA 



Name: ABOUT 

Function: To display credits and release number. 



OBJECT 



SAVE DATA 
LOAD DATA 

SAVE OBJECT 
LOAD OBJECT 

LOAD BORDER 

MAKE 

CLEAR ALL 

DELETE FILE 



II 







GENERAL 




AREA 



OBJECT 



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Name: QUIT 

Function: To exit 3D Construction Kit. 



SAVE DATA 
LOAD DATA 

SAVE OBJECT 
LOAD OBJECT 

LOAD BORDER 

MAKE 

CLEAR ALL 

DELETE FILE 

ABOUT 




18 



FILE 



GENERAL 



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OBJECT 



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Name: 
Function: 

Response: 

Action: 
Response: 



Note 1: 



PREFERENCES 



Note 2: 



PREFERENCES 

Set up specific Parameters used in the 
Construction Kit to your own preference. 
A Dialogue Box will appear. 

Enter the required numerical input. 

The Preferences will be set to those selected 

whenever possible. 

This function allows you to set up the step 

sizes for the vehicles/cameras used during 

editing. There are three step sizes: move 

step size, angle step size and object step 

size. Each step size has two entries, one 

for the left mouse button and one for the right button when clicking 

on the icons. The keys will use the left mouse button step size. 

On the ST and AMIGA, you may set the current edit buffer size. 
When the buffer size is changed ALL CURRENT DATA IS LOST. 
If an attempt is made to allocate more memory than is available the 
system will allocate as much as it can. After allocating a buffer of a 
different size than that requested, an ALERT BOX will be displayed 
showing the amount requested and the actual amount allocated. 



RESET 

CREATE CONDITION 

EDIT CONDITION 
DELETE CONDITION 

DEFAULTS 

CONTROLS 

CREATE INSTRUMENT 
EDIT INSTRUMENT 
SET VIEW WINDOW 

TEST 

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Name: 
Function: 



GENERAL 




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RESET 



Resets the game/environment to the initial 
position as set in the defaults. 

Response: The game/environment will reset. 

Note: This also resets all objects/animators to 

their initial status and clears all variables 
except Variable 255. 




CREATE CONDITION 

EDIT CONDITION 
DELETE CONDITION 

DEFAULTS 

CONTROLS 

CREATE INSTRUMENT 
EDIT INSTRUMENT 
SET VIEW WINDOW 

TEST 



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GENERAL 



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OBJECT 



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Name: CREATE CONDITION 

Function: Create a new GENERAL condition. 

Response: A new GENERAL condition will be allocated 
ready for editing. 

Note: GENERAL conditions are conditions which are 

executed each FREESCAPE frame regardless of 
the players position with the exception of the 
Initial" condition specified in the Defaults 
section. 



PREFERENCES 
RESET 



CREATE CONDITION 



EDIT CONDITION 
DELETE CONDITION 

DEFAULTS 

CONTROLS 

CREATE INSTRUMENT 
EDIT INSTRUMENT 
SET VIEW WINDOW 

TEST 



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GENERAL 



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OBJECT 



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Name: EDIT CONDITION 

Function: To edit a GENERAL condition. 

Response: A list of existing General Conditions will be 
displayed in the Item Selector. 

Action: Select a condition from the Item Selector. The 

selected condition will then be displayed below 
the VIEW Window. This can be edited using 
normal text editing. 

Note- See also CONDITIONS. 



PREFERENCES 
RESET 

CREATE CONDITION 



EDIT CONDITION 



DELETE CONDITION 

DEFAULTS 

CONTROLS 

CREATE INSTRUMENT 

EDIT INSTRUMENT 

SET VIEW WINDOW 

TEST 



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Name: DELETE CONDITION 

Function: Deletes a General Condition. 

Response: A list will be displayed, as above, and once 
a selection is made from the list the 
specified condition will be erased from 
memory. 



DEFAULTS 

CONTROLS 

CREATE INSTRUMENT 

EDIT INSTRUMENT 

SET VIEW WINDOW 

TEST 



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GENERAL 



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OBJECT 



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Name: 

Function: 

Action: 



Note: 



DEFAULTS 

Set up the default game variables. 
Within this DIALOGUE BOX you can alter: 

1. The climb ability 

2. The "safe" fall distance 

3. The activate range 

4. The Timer frequency 

5. The start area 

6. The start entrance 

7. The initial mode 

8. The initial General Condition number 



PREFERENCES 
RESET 

CREATE CONDITION 

EDIT CONDITION 
DELETE CONDITION 



CONTROLS 

CREATE INSTRUMENT 
EDIT INSTRUMENT 
SET VIEW WINDOW 

TEST 



RESET should be selected to set these Defaults. 



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FILE 



GENERAL 




Name: 
Function: 

Response: 
Action: 



Response: 



Action: 



CONTROLS 



To set up the controls that are used in the Test 
Screen. 

A list of the available controls will be displayed. 

Select a control by clicking left mouse button over 
the name. Once a control is selected any key 
pressed will become the key associated with that 
control. 



be displayed next to the 



The key name will 

control. 

Next to the key name you will notice a small tick 

or cross. This indicates whether an icon in the 

Test Screen has been defined for the control or not 



PREFERENCES 
RESET 

CREATE CONDITION 

EDIT CONDITION 
DELETE CONDITION 

DEFAULTS 



CONTROLS 



CREATE INSTRUMENT [S 
EDIT INSTRUMENT 
SET VIEW WINDOW 

TEST 



To define an icon for the control, click right mouse button over the name. 

Response: The currently loaded BORDER (if any) will replace the Construction Kit 
Screen. 

Action: To set the position of the icon, move the mouse pointer to the top left 

corner of the desired area and click the left mouse button. You will notice 
a box appear, this box will follow your mouse pointer movements growing 
and shrinking accordingly. Move the mouse to the bottom right corner of 
the desired area so that the box encompasses the area of the icon (note 
although the icon area must be rectangular this does not mean that the 
image of the icon on the border must be, as the rectangle of the icon 
definition is invisible anyway), then click on the mouse button to set the 
definition. 

Response: A Dialogue Box will appear. 

Action: Select whether the icon should be activated by the left, right, either, or 

both mouse buttons in the Dialogue Box. Once the icon is set the list of 
controls will be redisplayed and you may continue to edit the controls. 
When editing is completed select the TICK icon to set the controls and the 
Construction Kit screen will be redisplayed. 

Note 1: Selecting "either" will register both left and right mouse buttons. For 

movement the right button will default to a step size five times that of the 
left button, and turning will step by 30 degrees. 

Wore 2: Using any of the function keys as an associated key will set that control to 

undefined - it cannot be used, neither from the keys nor using an icon. 

Note 3: Icon controls can only be activated if an associated key is defined. 

Note 4: See appendix for default controls. 



22 



GENERAL 



Name: CREATE INSTRUMENT 

Function: Allocate a new Instrument. 

Response: A new Instrument will be added. 

Note: When created, an instrument will default to 

UNDEFINED and will therefore not be 
displayed at all. The new instrument can be 
edited using the EDIT INSTRUMENT 
function detailed below. 



OBJECT I 



PREFERENCES 
RESET 

CREATE CONDITION 

EDIT CONDITION 
DELETE CONDITION 

DEFAULTS 

CONTROLS 



CREATE INSTRUMENT 



EDIT INSTRUMENT 

SET VIEW WINDOW 

TEST 



FILE 



GENERAL 



AREA 



OBJECT 



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PREFERENCES 
RESET 

CREATE CONDITION 

EDIT CONDITION 
DELETE CONDITION 

DEFAULTS 

CONTROLS 

CREATE INSTRUMENT 



EDIT INSTRUMENT 



SET VIEW WINDOW 
TEST 



Name: EDIT INSTRUMENT 

Function: To Edit the various parameters associated 
with Instruments. 

Response: A list of the current Instruments will be 
displayed. 

Action: Select the Instrument from the Item Selector. 

Response: A dialogue box will be displayed. 

Note: Each parameter required to define an 

instrument will now be dealt with in turn. 

TYPE: Each instrument must have a type, 
these include HORIZONTAL (bar), 
VERTICAL (bar), NUMERICAL and TEXT 
WINDOW or UNDEFINED. 

The two bars are thermometer style sliding indicators, they can be 
various sizes and combinations of colours, also the direction of the 
bar can be set using min. max. values explained later, a sliding bar 
must have associated with it a VARIABLE number as this is where 
the instrument will get its current setting from. 

The NUMERICAL type is simply a text area where the value of its 
associated instrument is displayed in decimal. This can include 
negative numbers. If the minimum value is negative, the instrument 
will use a sign if necessary to display the value. 



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The TEXT WINDOW type is an area on the screen definable as both 
height and width in which messages may be printed using the FCL 
command PRINT. (See Conditions Section). 

POSITION and SIZE define the screen position and size of the instrument, 
all instrument types are positioned to pixel boundaries, horizontal and 
vertical bar sizes are defined in increments of 1 pixel while text window 
and numerical types are defined in steps of 8 pixels (1 character). 

VARIABLE NUMBER contains the number of the variable (if required) 
that the instrument will fetch its value from. 

LEFT/BOTTOM contains the leftmost/bottommost value for a sliding bar, 
or numeric instrument, by making this value lower than the RIGHT/TOP 
value the bar will either go down or to the left or vice versa. 

RIGHT/TOP contains the uppermost/rightmost value for a sliding or 
numeric bar, see also LEFT/BOTTOM, the step change for a sliding bar 
will be automatically scaled according to the difference between 
LEFT/BOTTOM and RIGHT/TOP values and the size of the bar. 

FG/BG COLOUR contains the two colour numbers (for the Foreground 
and Background) in which the bar/text will be printed. 

The following are legal colours for instruments: 

PC CGA - Alpha/Numeric instruments 0..3 

- Horizontal/Vertical bars 0..15 
PC EGA - Alpha/Numeric instruments 0..15 

- Horizontal/Vertical bars 0..255 
ST/AMIGA - All instruments 0..15 

Instruments associated with a variable may be updated in two ways, 
either by altering the contents of the associated variable, in which case 
the instrument is automatically updated or by calling the FCL command 
UPDATEI with the relevant number. The text window type instrument can 
be updated only by using the FCL command PRINT. 




Name: 
Function: 



Response: 



Action: 



Note: 



SET VIEW WINDOW 

To set the size and position of the FREESCAPE 
view window in the Test screen. 

The 3D Construction Kit screen will be replaced 
by the alternate Test window. This will be black if 
no border has been loaded. 

Position the mouse pointer at the top left of your 
required window and drag the box to surround 
the area you wish to be included. Click the left 
mouse button once more at the bottom right 
and the window will be set. 

PC only - the width is limited to 256 pixels. 

24 



PREFERENCES 
RESET 

CREATE CONDITION ll 

EDIT CONDITION | 

DELETE CONDITION m 



DEFAULTS 

CONTROLS 

CREATE INSTRUMENT 
EDIT INSTRUMENT 



SET VIEW W1ND0V 




FILE 

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GENERAL 



AREA 



OBJECT 



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Name: 
Function: 



Note 1: 



Note 2: 



TEST 



Go to the Test screen allowing the environ- 
ment to be tested. 

This performs the same function as the F1 
key which toggles between the two screens. 
Pressing the F1 key is necessary to return 
to the editor. 

Cameras are not allowed in the test area. 
The mode will default to WALK, FLY1 or 
FLY2 if using a camera when the test 
screen is accessed. 



PREFERENCES 
RESET 

CREATE CONDITION 

EDIT CONDITION 
DELETE CONDITION 

DEFAULTS 

CONTROLS 

CREATE INSTRUMENT 
EDIT INSTRUMENT 
SET VIEW WINDOW 




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FILE 



GENERAL 



AREA 



OBJECT 



Name: 



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CREATE AREA 



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Function: Create a new area. 

Response: A new Area will be created and the viewpoint 
will be moved to this new Area. 

Note: All new Areas contain an Entrance near the 

centre (Entrance 001) and a base (Cuboid 
001). If these are not required they may be 
deleted. 



CREATE AREA 



EDIT AREA 
DELETE AREA 

GOTO AREA 

AREA COLOURS 

CREATE CONDITION 

EDIT CONDITION 
DELETE CONDITION 

CREATE ENTRANCE 

EDIT ENTRANCE 
DELETE ENTRANCE 

GOTO ENTRANCE 

CREATE ANIMATION 

EDIT ANIMATION 
DELETE ANIMATION 



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FILE 



GENERAL:; 



AREA 



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Name: 
Function: 



Response: 



Action: 
Response: 



Note: 



EDIT AREA 



Displays a list of existing areas and allows the 
user to edit the area specific information. 

A list of all existing areas is displayed in the 
Item Selector. 

Select an area to edit from the Item Selector. 

A dialogue box will appear. This shows the area 
name, the number of definitions in the area 
(including OBJECTS, ENTRANCES and 
ANIMATORS), the area scale and whether or not 
the horizon is active. All of these elements may 
be edited in the usual dialogue box fashion, 
except for the number of definitions. 

Only set horizon to OFF if the viewpoint is 
restricted to move only within a completely 
enclosed environment. ( All four walls, floor AND 
ceiling. ) 



OBJECT 




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CREATE AREA 



EDIT AREA 



DELETE AREA 

GOTO AREA 

AREA COLOURS 

CREATE CONDITION 

EDIT CONDITION 
DELETE CONDITION 

CREATE ENTRANCE 

EDIT ENTRANCE 
DELETE ENTRANCE 

GOTO ENTRANCE 

CREATE ANIMATION 

EDIT ANIMATION 
DELETE ANIMATION 



AREA 



FILE GENERAL 



Name: DELETE AREA 

Function: Delete a specified area. 

Response: A list of existing areas will be displayed in the 
Item Selector. 

Action: Select an area from the Item Selector. 

Response: The entire contents of the selected area including 
objects and local conditions will be removed from 
memory. 

Note: This function is irreversible so use carefully! Also 

note that you cannot delete the Area you are 
currently in. 




DELETE AREA 



GOTO AREA 

AREA COLOURS 

CREATE CONDITION 

EDIT CONDITION 
DELETE CONDITION 

CREATE ENTRANCE 

EDIT ENTRANCE 
DELETE ENTRANCE 

GOTO ENTRANCE 

CREATE ANIMATION 

EDIT ANIMATION 
DELETE ANIMATION 



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26 



FILE 



GENERAL 



OBJECT 



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Name: 

Function: 

Response: 

Action: 

Response: 

Note: 



GOTO AREA 

To move viewpoint to another area. 

A list of existing areas will be displayed. 

Select an area to go to. 

Will move the viewpoint to the new area 
selected. 

For Atari ST and Amiga: Area 000 is the 
Global Area and is only accessible from 
here. See also LIST GLOBALS in OBJECT 
MENU. 



CREATE AREA 

EDIT AREA 
DELETE AREA 



GOTO AREA 



AREA COLOURS 

CREATE CONDITION 

EDIT CONDITION 
DELETE CONDITION 

CREATE ENTRANCE 

EDIT ENTRANCE 
DELETE ENTRANCE 

GOTO ENTRANCE 

CREATE ANIMATION 

EDIT ANIMATION 
DELETE ANIMATION 



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FILE 



GENERAL 



AREA 



OBJECT 



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Name: AREA COLOURS (Atari ST and Amiga) 

Function: To re-colour the 16 solid base colours in 
the current area. 

Response: The COLOUR AREA panel will appear. 

(See Figure 6 on the next page). The panel 
contains three slider bars, one for each 
element of the colour red, green and blue. 
In each of these bars is a marker showing 
the current level of each element, also 
beside the bars the level is indicated by a 
number from to 15. The levels of each 
element may be changed by either clicking 
on the arrow icons to either side of the 
sliders which will increase/ decrease the 
level in steps of 1, or click on the slider bar 
itself will move the pointer to the mouse 
position directly. 



CREATE AREA 

EDIT AREA 
DELETE AREA 

GOTO AREA 



AREA COLOURS 



CREATE CONDITION 

EDIT CONDITION 
DELETE CONDITION 

CREATE ENTRANCE 

EDIT ENTRANCE 
DELETE ENTRANCE 

GOTO ENTRANCE 

CREATE ANIMATION 

EDIT ANIMATION 
DELETE ANIMATION 






I 



1 ' T : 

To the right of the sliders are a number of icons, these include: 

27 



AREA COLOUR (ST & Amiga) 

Figure 6 

RESET: To reset the colours to their original values before any changes 

were made. 
CANCEL: Exit and ignore any changes. 
OKAY: Exit and save the new changes. 
SPREAD: Will wait for you to select another colour from the colour bar and 

will approximate a smooth graduation between the two selected 

colours. 
COPY: Will wait for you to select another colour and will then copy the 

original selected colour to the new position. 
Above the panel is a display of the current 16 colours. To select a colour 
to edit simply click the mouse button over it. The flashing box will move to 
the new colour and its values will be displayed in the slider bars. 



FILE 



GENERAL 



AREA 



1 



OBJECT 



Name: AREA COLOUR (PC CGA) 

Function: To toggle between the two available palettes. 

Action: Select any object from the list. 

Response: The COLOUR OBJECT panel will appear. 

Action: Use palette icon to toggle area colours. 



CHEATEAREA 

EDIT AREA 
DELETE AREA 



GOTO AREA 



AREA COLOURS 

CREATE CONDITION 

EDIT CONDITION 
DELETE CONDITION 

CREATE ENTRANCE 

EDIT ENTRANCE 
DELETE ENTRANCE 

GOTO ENTRANCE 

CREATE ANIMATION 

EDIT ANIMATION 
DELETE ANIMATION 



28 



FILE 


GENERAL 


AREA 


OBJECT 



Name: AREA COLOUR (PC EGA) 

Function: To re-colour the solid base colours in the 
current area. 

Response: The COLOUR AREA panel will appear. (See 
Figure 7). 

Action: Click on the colour to edit. 

Response: Selected colour is displayed on the left of 
the screen. 

Action: Click on the [R] [G] [B] [I] icons to toggle the 

colour values. 

Function: COPY: 
RESET 



Select colour to copy current 
colour to. 



CREATE AREA 
EDIT AREA 

DELETE AREA 

GOTO AREA 



AREA COLOURS 



CREATE CONDITION 

EDIT CONDITION 
DELETE CONDITION 

CREATE ENTRANCE 

EDIT ENTRANCE 
DELETE ENTRANCE 

GOTO ENTRANCE 

CREATE ANIMATION 

EDIT ANIMATION 
DELETE ANIMATION 



Sets all colours to their default 
values. 

CANCEL: Exit without registering any changes. 

OK: Return to main edit screen. 

Note 1: Each area has its own set of colours. 

Note 2: It is advisable not to change the colours used by the editor 



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Figure 7 



29 



FILE 


GENERAL 


AREA 


OBJECT 



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Name: 
Function: 
Response: 
Note: 



CREATE CONDITION 

To create a new area condition. 

A new area condition will be created for editing. 

Area conditions are executed each frame when 
in the current area. 



CREATE AREA 

EDIT AREA 
DELETE AREA 

GOTO AREA 

AREA COLOURS 



CREATE CONDITION 



EDIT CONDITION 
DELETE CONDITION 

CREATE ENTRANCE 

EDIT ENTRANCE .,, 
DELETE ENTRANCE i 

GOTO ENTRANCE 

CREATE ANIMATION 

EDIT ANIMATION 
DELETE ANIMATION 



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FILE 



GENERAL 



AREA 



OBJECT 



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Name: EDIT CONDITION 

Function: Edit an Area condition. 

Response: A list of the current area conditions will be 
displayed. 

Action: Select the condition for editing. 

Response: The condition will be displayed for editing. 

Action: Edit the condition in the normal manner (see TEXT 

EDITING). 



CREATE AREA 

EDIT AREA 
DELETE AREA 

GOTO AREA 

AREA COLOURS 

CREATE CONDITION 



EDIT CONDITION 



DELETE CONDITION 

CREATE ENTRANCE 

EDIT ENTRANCE 
DELETE ENTRANCE 

GOTO ENTRANCE 

CREATE ANIMATION 

EDIT ANIMATION 
DELETE ANIMATION 



30 



FILE 



GENERAL 



AREA 



OBJECT 



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Name: DELETE CONDITION 

Function: Delete a selected Area Condition. 

Response: A list of conditions will be displayed in the 
Item Selector. 

Action: Select a condition. 

Response: The condition will be deleted from memory. 



CREATE AREA 

EDIT AREA 

DELETE AREA 

GOTO AREA 

AREA COLOURS 

CREATE CONDITION 

EDIT CONDITION 



DELETE CONDITION 



CREATE ENTRANCE 

EDIT ENTRANCE 
DELETE ENTRANCE 

GOTO ENTRANCE 

CREATE ANIMATION 

EDIT ANIMATION 
DELETE ANIMATION 



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GENERAL 



AREA 



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Name: 



CREATE ENTRANCE 



Function: Create a new entrance in the current area. 



be created at your 



Response: A new entrance will 
present position. 

Note: The new entrance will contain the position 

and viewdirection of the viewpoint at the 
time of its creation, therefore to set up an 
entrance to a specific view simply move to 
that position and look in the desired 
direction. Then select CREATE ENTRANCE 
and the view will be stored as the last 
Entrance. 



OBJECT 



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CREATE AREA 

EDIT AREA 
DELETE AREA 

GOTO AREA 

AREA COLOURS 

CREATE CONDITION 

EDIT CONDITION 
DELETE CONDITION 



CREATE ENTRANCE 



EDIT ENTRANCE 
DELETE ENTRANCE 

GOTO ENTRANCE 

CREATE ANIMATION 

EDIT ANIMATION 
DELETE ANIMATION 



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31 



FILE 



GENERAL 



AREA 



OBJECT 






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Name: 
Function: 
Response: 
Action: 

Response: 



Action: 



EDIT ENTRANCE 

Allows you to edit an existing entrance. 

A list of current entrances will be displayed. 

Select the entrance to be edited in the usual 
manner. 

A dialogue box will appear on the screen. Within 
the dialogue box will be details of the entrance; 
NAME, POSITION and ROTATION. These can 
be edited. 

Edit the entrance in the dialogue box in the 
usual manner. 



CREATE AREA 

EDIT AREA 
DELETE AREA 

GOTO AREA 

AREA COLOURS 

CREATE CONDITION 

EDIT CONDITION 
DELETE CONDITION 

CREATE ENTRANCE 



EDIT ENTRANCE 



DELETE ENTRANCE 

GOTO ENTRANCE 

CREATE ANIMATION 

EDIT ANIMATION 
DELETE ANIMATION 



FILE 



GENERAL 



AREA 






Name: 

Function: 

Response: 

Action: 
Response: 

Note: 



OBJECT 



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DELETE ENTRANCE 

Deletes a specified entrance from memory. 

A list of the current entrances will be displayed 
in the Item Selector. 

Select an entrance in the usual manner. 

The selected entrance will be deleted from 
memory. 

This operation is irreversible, use with care! 



CREATE AREA 

EDIT AREA 
DELETE AREA 

GOTO AREA 

AREA COLOURS 

CREATE CONDITION 

EDIT CONDITION 
DELETE CONDITION 

CREATE ENTRANCE 
EDIT ENTRANCE 



DELETE ENTRANCE 



GOTO ENTRANCE 

CREATE ANIMATION 

EDIT ANIMATION 
DELETE ANIMATION 



I 



32 



FILE 



GENERAL 



AREA 



Name: 
Function: 

Response: 

Action: 
Response: 



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GOTO ENTRANCE 



OBJECT 



Move to a specified entrance within the 
current area. 

A list of available Entrances will be 
displayed. 

Select an entrance in the usual manner. 

The viewpoint will be moved to the selected 
entrance. 



CREATE AREA 

EDIT AREA 
DELETE AREA 

GOTO AREA 

AREA COLOURS 

CREATE CONDITION 

EDIT CONDITION 
DELETE CONDITION 

CREATE ENTRANCE 

EDIT ENTRANCE 
DELETE ENTRANCE 



GOTO ENTRANCE 



CREATE ANIMATION 

EDIT ANIMATION 
DELETE ANIMATION 



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FILE 



GENERAL 



AREA 



OBJECT 



Name: CREATE ANIMATION 

Function: Create a new animator. 

Response: A new animator will be created ready for 
editing. 



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CREATE AREA 

EDIT AREA 
DELETE AREA 

GOTO AREA 

AREA COLOURS 

CREATE CONDITION 

EDIT CONDITION 
DELETE CONDITION 

CREATE ENTRANCE 

EDIT ENTRANCE 
DELETE ENTRANCE 

GOTO ENTRANCE 



CREATE ANIMATION 



EDIT ANIMATION it 
DELETE ANIMATION I 



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AREA 



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OBJECT 



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Name: EDIT ANIMATION 

Function: Allows editing of animation commands. 

Response: A list of existing animators will be displayed in 
the Item Selector. 

Action: Select the desired animator. 

Response: The commands for that animator will be 
decompiled and displayed for editing. 

Action: Edit or add to these commands in the same way 

as all conditions, (see TEXT EDITING). Also see 
CREATING AN ANIMATION. 



CREATE AREA 

EDIT AREA 
DELETE AREA 

GOTO AREA 

AREA COLOURS 

CREATE CONDITION 
EDIT CONDITION 

DELETE CONDITION 

CREATE ENTRANCE 
EDIT ENTRANCE 

DELETE ENTRANCE 

GOTO ENTRANCE 
CREATE ANIMATION 



EDtT ANIMATION 



DELETE ANIMATION 



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FILE 



GENERAL 



AREA 



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OBJECT 






Name: DELETE ANIMATION 

Function: Delete a specified animation from memory. 

Response: A list of all existing animators will be displayed. 

Action: Select an animator in the usual manner. 

Response: The selected animator will be deleted from 
memory. 

Note: This operation is irreversible, use with care! 



CREATE AREA 

EDIT AREA 
DELETE AREA 

GOTO AREA 

AREA COLOURS 

CREATE CONDITION 

EDIT CONDITION 
DELETE CONDITION 

CREATE ENTRANCE 

EDIT ENTRANCE 
DELETE ENTRANCE 

GOTO ENTRANCE 

CREATE ANIMATION 
EDIT ANIMATION 




34 



OBJECT MENU OPTIONS 



FILE 



GENERAL 



AREA 



OBJECT 



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Name: 
Function: 



CREATE OBJECT 



Create a new object in the current area. 

Response: A panel (See Figure 8) will be displayed 
over the SHORTCUT Icons showing the 
type of object available. 

Action: Select an object type. 

be created in front of the 



Response: 



Note: 



The new object will 
current view. 



CREATE OBJECT 



EDIT OBJECT 
DELETE OBJECT 

SELECT OBJECT 

COPY 

CONDITION 

ATTRIBUTES 
COLOUR 

EDIT GROUP 

LIST GL08ALS 



The new object name will default to its type 
followed by its number. These can be 
changed using the ATTRIBUTES function. 

A GROUP of objects can be created by selecting GROUP. The Item 
Selector will appear showing all the Objects currently created. Any 
objects for inclusion within the group will be highlighted when 
selected (or deselected) with the mouse button. When all the Objects 
have been selected, click on the TICK in the Item Selector and all 
the highlighted objects will be included within the new GROUP. 



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CREATE OBJECT 

Figure 8 



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FILE 


GENERAL 


AREA 


OBJECT 



Name: EDIT OBJECT 

Function: Edit a specified object. 

Response: A list of the existing objects will be displayed. 

Action: Select an object in the usual manner. 

Response: A new bank of icons (See Figure 9 on the 
next page) will be displayed over the 
SHORTCUT icons. The icons are split into 
five groups: 

POINT: Alters to position of the point 



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CREATE OBJECT 



EDIT 08JECT 



DELETE OBJECT 

SELECT OBJECT 

COPY 

CONDITION 

ATTRIBUTES 

COLOUR 

EDIT GROUP 
LISTGLOBALS 



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35 



EDIT OBJECT 

Figure 9 

number displayed in the INFO BAR. This function only applies 
to non rectangular facets and pyramids, in the case of facets 
all points may be moved whilst in the case of pyramids the 
two diagonally opposite apex points can be altered to change 
the point of the pyramid. The NEXT button is used to move to 
the next point to be edited. 

TURN: Rotates the object in the direction of the arrows on the icons 
through 90 degrees. 

SHRINK: Decreases the size of the object in the direction of the arrows. 

STRETCH: Increases the size of the object in the direction of the arrows. 
As with MOVE the object cannot be stretched beyond the 
boundary of the area. 

MOVE: Move the object in the direction of the arrows, left and right 
mouse button on these icons will have different effects 
depending on the values set in the PREFERENCES menu. If 
an object being moved hits another object of the edge of the 
area it will be butted against the obstruction. 

To the right of the EDIT icons are three further icons as follows: 

UNDO: This function will undo any editing made on an object prior to 
selecting another object or using the OKAY icon. 

SELECT: This provides the option to select another object for editing as 
an alternative to clicking on another object within the VIEW 
window. 

OKAY: Selecting this will commit all editing to memory and return to 

the main screen once more. 

Note: Only triangular facets may be non-orthogonal; ie they may lie on a plane 

which is not aligned along one of the major axes ( north/south, east/west, 
up/down). 



36 




Name: DELETE OBJECT 

Function: Delete a specified object from memory. 

Response: A list of objects will be displayed in the Item 
Selector. 

Action: Select an object from the Item Selector in 

the usual manner. 

Response: The object will be deleted from memory. 

Note: This operation is irreversible, use with care! 



CREATE OBJECT 
EDIT OBJECT 




DELETE OBJECT 



SELECT OBJECT I 



COPY 

CONDITION 

ATTRIBUTES 

COLOUR 

EDIT GROUP 

LIST GLOBALS 



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GENERAL 



AREA 



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Name: SELECT OBJECT 

Function: Choose a new selected Object for use in 
Highlight, Exclude or Lock. 

Response: A list of objects will be displayed. 

Action: Select one of the objects from the list. 



OBJECT 



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CREATE OBJECT 

EDIT OBJECT 
DELETE OBJECT 



COPY 

CONDITION 

ATTRIBUTES 

COLOUR 

EDIT GROUP 

LIST GLOBALS 




37 



FILE 



GENERAL 



AREA 



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Name: 
Function: 



COPY 



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CREATE OBJECT 

EDIT OBJECT 
DELETE OBJECT 
SELECT OBJECT 



Create a duplicate of a specified object or group 
of objects. 

Response: A list of objects will be displayed. 

Action: Select the object from the Item Selector. 

Response: A DIALOGUE BOX will be displayed. 

Action: Select where the object is to be positioned in 

relation to the original object or "View" to place 
the object in front of your viewpoint. 

Response: The new object will be created. 

Note 1: The name of the new object will default to its type followed by its number. 

Note 2: Any conditions entered for the original object will be copied to the new 

object also. 



CONDITION 
ATTRIBUTES 

COLOUR 

EDIT GROUP 

LIST GLOBALS 






FILE 



GENERAL 



AREA 



OBJECT 



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Name: CONDITION 

Function: To edit the conditions on a specified object. 

Response: A list of all objects in the current Area will appear. 

Action: Select an object in the usual manner. 

Response: Any conditions on the object will be decompiled 
and displayed for editing in the usual manner 
(see TEXT EDITING). 



CREATE OBJECT 

EDIT OBJECT 

DELETE OBJECT 

SELECT OBJECT 

COPY 



CONDITION 



ATTRIBUTES 

COLOUR 
EDIT GROUP 
LIST GLOBALS 



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38 



FILE 



GENERAL 



AREA 






Name: 
Function: 

Response: 

Action: 
Response: 




ATTRIBUTES 

Alter the position and status of a specified 
object. 

A list of objects in the current Area will be 
displayed. 

Select an object from the list. 



CREATE OBJECT 

EOIT OBJECT 
DELETE OBJECT 

SELECT OBJECT 

COPY 

CONDITION 



I 




COLOUR 
EDIT GROUP 
LIST GLOBALS 



Action: 



A Dialogue Box will appear showing various 
information about the selected object - 
NAME, SIZE, POSITION, CURRENT 
STATUS, INITIAL STATUS and ANIMATED. 

NAME, POSITION and SIZE can be altered 
in the usual manner. 

CURRENT STATUS alters the status of the object between VISIBLE, 
INVISIBLE and DESTROYED. An invisible object may be made 
visible at some other point in the environment whereas a destroyed 
object is gone until the environment is restarted using RESET. 

INITIAL STATUS sets the state of the object when the environment is 
RESET, either VISIBLE or INVISIBLE. 

MOVEABLE marks the object as being able to be animated, if you 
have any intention of animating this object it must be marked as 
MOVEABLE as this allows the START POSITION for the object to be 
set. 

Sensors have additional attributes as follows: 

RANGE shows the maximum distance at which you can be detected 
by the sensor. 

SPEED alters the frequency at which checks are made for sensing or 
shooting. 

DIRECTION shows from which directions the sensor can detect you. 

EFFECT can be either SENSE, where the sensor will simply detect 
your presence, or SHOOT, when the sensor will shoot at you at the 
rate set by SPEED. 

Select OK to confirm changes or CANCEL to leave unchanged. 



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FILE 


GENERAL 


AREA 


OBJECT 



Name: 

Function: 

Response: 

Action: 

Response: 



COLOUR 

Colour objects in the current area. 

Initially a list of existing objects will be displayed. 

Select an object from the Item Selector. 

A colour editing panel (See Figures 10, 11 & 12) 



CREATE OBJECT 

EDIT OBJECT 
DELETE OBJECT 

SELECT OBJECT 

COPY 

CONDITIOfJ 

ATTRIBUTES 



EDIT GROUP 
LIST GLOBALS 



will be displayed at the bottom of the screen 

displaying available colours. Base colours are 

combined to give various shades. The small "I" in 

the box for colour indicates that colour is 

invisible. Invisible facets are not drawn. Sides of 

objects that can never be seen should be 

coloured invisible to increase efficiency. To the right of the palette is a 

larger box showing the selected colour. Selecting the UNDO icon will 

undo the last colour change made. To the left of the screen is a display of 

all the selected object's colours. 




OBJECT COLOUR (ST & Amiga) 

Figure 10 




OBJECT COLOUR (PC EGA) 

Figure 11 

Action: Editing the colours of an object can be done in two ways. Firstly select a 

colour in the palette by clicking on it with the left mouse button. A flashing 
box will surround the colour to indicate it has been selected. Now move 
the cursor into the FREESCAPE VIEW window and click with the right 



40 



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Summary: 



Note 1: 



Note 2: 



OBJECT COLOUR (PC CGA) 

Figure 12 

mouse button on the facet to be coloured. If this is on the currently 
selected object then it will simply change colour. If it is not, then that 
object will automatically become the selected object and the display 
to the left of the palette will change accordingly. 
The second method is to select a colour in the palette as before and 
then click the right mouse button over the desired colour in the box to 
the left of the palette. The facet will change colour accordingly. This 
method allows the change of colour of objects which cannot be seen 
In the VIEW window either because they are out of view or because 
they have been made invisible. When colour editing is complete, click 
on the OKAY icon to return to the main screen. 

The left mouse button = "Get colour" 
The right mouse button = "Put colour" 

PC only - Colouring objects directly in the VIEW window is not 
possible. 

PC CGA only - the palette icon will toggle between the two available 
palettes. 



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GENERAL 


AREA 


OBJECT 



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Name: EDIT GROUP 

Function: To alter the contents of a specified group. 

Response: A list of current group specifiers will be 
displayed. 

Action: Select a group to be edited. 

Response: A list of all the objects in the current area 
will be displayed. Members of the selected 
group will be highlighted. 

Action: These objects can be removed or others 

included by clicking on the relevant object, 
either within the list or in the VIEW window. 

41 



CREATE OBJECT 

EDIT OBJECT 
DELETE OBJECT 

SELECT OBJECT 

COPY 

CONDITION 

ATTRIBUTES 
COLOUR 



EDIT GROUP 



LIST GLOBALS 



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Name: LIST GLOBALS (Atari ST and Amiga only). 

Function: Displays a list of defined objects available from 
the GLOBAL area. To view and possibly alter the 
presence of certain Global object in the current 
area. 

Response: A list of the defined objects available from the 

GLOBAL area will be displayed with all displayed 
objects highlighted. 

Action: These may be de-selected or you may select 

members of the list by clicking on them. When 
OK is selected all members highlighted (selected) 
will become visible in the current area. 

Note 1: Global objects may only be edited when in Area 0. 

Note 2: Global objects are a group of objects defined in area that can be used 
in any number of areas using very little memory. 



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CREATE OBJECT 

EDIT OBJECT 
DELETE OBJECT 

SELECT OBJECT 

COPY 

CONDITION 

ATTRIBUTES 

COLOUR 

EDIT GROUP 



LIST GLOBALS 



42 



THE FREESCAPE COMMAND LANGUAGE (FCL) 

The FREESCAPE system contains a simple language definition allowing 
functions to be performed when certain conditions occur within the FREESCAPE 
environment. These commands can be used in any of 3 places: 

OBJECT CONDITIONS: These commands are executed when some sort of 
interaction with the specified object takes place. Theinteraction options are: 
SHOT? - the object is pointed to by the mouse cursor and the left mouse button 
pressed, a series of lines will be seen from the corners of the screen to the object 
being shot, these lines depict a weapon (laser). 

ACTIVATED? - the object is activated in a similar way to shooting an object 
except that the right mouse button is used and there is no visible effect. (The 
object has to be within the Activate distance as defined in the Defaults). 

COLLIDED? - the object is collided with by either the player or an animated 
object. 

AREA CONDITIONS: These commands are executed each frame while the 
viewpoint is within the confines of the specified area. 

GENERAL CONDITIONS: These commands are executed every frame 
regardless of the viewpoint position. 

In the following list, P1,P2 and P3 refer to parameters 1,2 and 3 respectively. 
These can be either a literal number or a variable. Variables are specified as V 
followed by a variable number 0..255 ( eg V23 for variable 23 ). In this case the 
contents of the variable will be used as the parameter value, eg LOOP (P1) can 
be, for example: LOOP (6) (or any other number) or LOOP (V23) which uses the 
value stored in variable 23. 

Parameters which must be variables are referred to as V1,V2,V3; eg: 
SETVAR(P1.V2) 
shows that the second parameter must be a variable. 

Optional parameters or commands are surrounded by square brackets []. 

A list of the available commands follows along with a description of the 
required parameters and their functions. 



Class - Trigger Interrogator. 



CONDITIONS 

ACTIVATED? (ACT?) 

Format: IF ACTIVATED? 

THEN commands... 
ELSE commands... 
ENDIF 

Function : 

This command checks whether the selected object has been activated. This 
happens when the cursor is over the selected object and the right mouse 
button is pressed. 

Wofe:The selected object must be within the default activate range to be affected. 
This is set in the GENERAL menu, DEFAULT function. 



Example 



IF ACTIVATED? 
THEN INVIS(4) 
ENDIF 



43 



This condition simply informs the system that if the object is ACTIVATED then make 

object 4 invisible. 

See also IF, THEN, ELSE, SHOT?, COLLIDED? 

ADDVAR (ADD) Class - Variable Command 

Format: ADDVAR (P1 ,P2) 

Function: 

This command performs an addition on the two supplied values, the value P1 is added 

to the value P2, If P2 is a variable specifier then the result of the addition is stored in 

the variable otherwise the result is lost but the CCR flags are still altered according to 

the result of the addition. Meaning that if an ADDVAR command is preceded by an IF 

and followed by a THEN/ELSE ENDIF combination, conditions may be executed 

depending on whether the result was zero or not without altering the value of any 

variables. 

See also SUBVAR 



LOOP(P1) 

commands.. 

AGAIN 



AGAIN Class - Loop Command 

Format- 
Function: 

This command serves to terminate a LOOP section. Upon reaching an AGAIN 
command the command processor will decrement the relevant LOOP counter and if 
the result is greater than zero, jump to the relevant LOOP address (the command 
immediately following the associated LOOP command). 

Example INCLUDE (1) 

START 
LOOP (20) 
MOVE (40,0,0) 
AGAIN 
RESTART 

This is a simple example of using the LOOP command in animation. The rest of the 
commands will be explained fully later but for now the commands simply say: Include 
object 1 in the animation, Start the sequence when triggered, LOOP 20, move the 
object to the coordinates, AGAIN and restart. 

See also LOOP. 



AND 

Format: 



Class - Condition Command 



IF condition 
AND condition 
THEN commands... 
[ ELSE Commands... ] 
ENDIF 

Function: 

This command combines the result of two or more condition checking commands and 



44 



returns TRUE only if all of the specified checks are TRUE otherwise a FALSE 

result is returned. 

See also IF, THEN, ELSE, ENDIF, OR 



ANDV Class - Variable Command 

Format: ANDV (P1.P2) 

Function: 

This command performs a logical AND on the two values specified, the value P1 

is ANDed with the value P2 and if P2 is a variable specifier the result is stored in 

the specified variable. CCR flags are set accordingly. 

See also ORV, NOTV 



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Class - Trigger Interrogator 



COLLIDED? (COL?) 

Format: IF COLLIDED? 

THEN commands... 
[ ELSE Commands... ] 
ENDIF 

Function: 

This command checks the COLLIDED flag in the status byte of the current object, 
a TRUE result is returned if a collision has occurred with this object since the 
last check, otherwise a FALSE result is returned. The COLLIDED flag on the 
current object is cleared upon executing this command. 

Example IF COLLIDED? 

THEN INVIS (4) 
VIS (5) 
ENDIF 

In this condition the system checks if the object has been collided with. If it has 
then object 4 becomes invisible and object 5 becomes visible. This could be used 
to remove a door (object 4) and replace it with an open doorway (object 5). 
See also IF, THEN, ELSE, ENDIF, ACTIVATED?, SHOT. 



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DELAY Class - Time Command 

Format: DELAY (P1) 

Function: 

This command halts all FREESCAPE functions for the specified time. The 

specified time (P1) is in 50ths of a second. 

Example DELAY (50) would halt execution for 1 second. 

See also WAIT. 



Class - Object Commands 
{object [,area]} 



DESTROY 

Format: DESTROY (P1 [,P2] ) 

Function: 

This command sets the DESTROYED flag on the specified object (P1) in the 



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45 



specified area (P2). If no area is specified the command processor presumes that the 
specified object is in the current area. Note - Once an object has been destroyed it 
is then impossible to get the object back short of reseting. 

Example IF SHOT? 

THEN DESTROY (4,2) 

ENDIF 
This simply asks if the current object has been shot and if so destroy object 4 in area 2. 
See also DESTROYED? 



DESTROYED? 

Format: 



Class - Object Interrogator 
{ object [,area]} 



IF DESTROYED? (P1 [,P2]) 

THEN Commands... 

[ ELSE Commands... ] 

ENDIF 

Function: 

This command checks the status of the specified object and returns a TRUE result if 
the object has been DESTROYED. 

See also IF, THEN, ELSE, ENDIF, DESTROY 



ELSE Class - Conditional Statement 

Format IF condition 

THEN commands... 

ELSE Commands... 

ENDIF 
Function: 

This command exists only as part of an IF/THEN/ELSE/ENDIF combination. It marks 
the start of commands to execute only if the result of a previous condition was FALSE. 
The effectiveness of the command relies on the correct usage of the IF and THEN 
commands. For any Condition checking to work it is essential that the Condition be 
preceded by an IF command and followed by a THEN and (if required) an ELSE 
statement. 

See also IF, THEN, ENDIF 



END 

Format: 



Function: 



Class - Condition Command 



IF condition 

THEN Commands... 

END 

[ ELSE Commands... ] 

ENDIF 

Commands 



This command exits command processing before the end of the command list is 
reached, it allows the user to cut short the command execution on a particular 



46 



condition being TRUE or FALSE. Used in the above format, if the result of the 
Condition is true only the commands following the THEN statement will be 
executed and upon reaching the END command the processor would stop 
processing commands from this list. Were there no END command the processor 
would continue executing from the command following the ENDIF statement. 
Note: If END is used within an animator the execution of the current animation 
frame is ENDed and execution continues on the next frame beginning with the 
command following the END command. 
See also IF, THEN, ELSE, ENDIF 

ENDGAME Class - Player Command 

Format: ENDGAME 

Function: 

This command serves to reset the environment. This can be executed on a 
particular condition being TRUE or FALSE, i.e. if a counter being used to store 
game time reaches zero then the game finishes. 

Example: IF COLLIDED? 

THEN ENDGAME 
ENDIF 

This condition simply states that if the player or another animated object collides 
with the selected object then end the game and reset all the flags etc. 

ENDIF Class - Condition Statement 

Format: IF Condition 

THEN commands... 

[ ELSE Commands... ] 

ENDIF 

Function: 

This command terminates a conditional section. Upon reaching an ENDIF 
command, execution continues as normal before the IF/THEN/ELSE combination. 
If the result of a Condition is TRUE the commands after the THEN statement are 
executed and those between the ELSE statement and the ENDIF are ignored. If 
the result is FALSE the commands between the THEN and the ELSE are ignored 
and those between the ELSE and the ENDIF are executed. In either case unless 
an END command has been issued, command processing will continue after the 
ENDIF statement. 
See IF, THEN, ELSE 

EXECUTE (EX) Class - Branch Command 

Format: EXECUTE (P1) {object} 

Function: 

This command terminates command execution on the current object and continues 

with the command list on object (P1). The status flags and the position of the 

original object are still used for Object Interrogator commands. 

47 



GOTO Class - Player Command 

Format: GOTO (P1 [,P2]) {entrance [.area]} 

Function: 

This command is used to allow player movement between the various defined areas. 
Upon reaching this command the player will be moved to the ENTRANCE P1 in the 
AREA P2. If no area is specified the entrance is presumed to be in the current area. If 
a new area is specified, command processing will cease at this point otherwise normal 
command processing will continue. 

Example IF COLLIDED? 

THEN GOTO (1,2) 

ENDIF 
The above example would be quite useful if it was desired that the player, upon 
colliding with a doorway (the object selected) would then be transported to Entrance 1 
in Area 2. 

IF Class - Condition Statement 

Format: IF Condition 

THEN commands... 
[ ELSE Commands... ] 
ENDIF 

Function: 

This command marks the start of a condition section. Immediately following the IF 

statement should be one or more condition commands separated by either AND or OR 

statements. The IF command simply serves to clear the CCR flags and prepare for the 

following condition. To have any effect at all the Condition should be followed by a 

THEN/ELSE combination otherwise execution will continue after the Condition 

regardless of the result. 

See also THEN, ELSE, ENDIF, AND, OR 

INCLUDE Class - Animation Command 

Format: INCLUDE (P1) {object} 

Function: 

This command is animation specific. Any attempt to execute it on an OBJECT or in 
LOCAL/GLOBAL conditions will have no effect. The command includes the specified 
object (if it is not already animated) into the animation list for the current animator. 
This command should be used at the very beginning of an animation before the 
START command so that is is only called once at the start of the animation and never 
again until the environment is restarted. 

See also MOVE, START, RESTART 

INVIS (IV) Class - Object Command 

Format: INVIS (P1 [,P2]) {object [.area]} 

Function: 

This command sets the INVISIBLE flag on object P1 in the specified AREA P2. If no 

48 



area is specified the object is presumed to be in the current area. 
Example IF SHOT? 

THEN INVIS (9) 

ENDIF 
A simple condition which states that if the specified object is shot then object 9 
will become invisible. 

See also INVIS? VIS? VIS 



INVIS? 

Format: 



Class - Object Interrogator 
{object [.area]} 



IF INVIS? (P1 [,P2]) 
THEN Commands... 
[ ELSE Commands... ] 
ENDIF 
Function: 

This command checks the INVISIBLE flag in the status byte of OBJECT P1 in 
AREA P2. If no area is specified then the object is presumed to be in the current 
area. The command returns a TRUE result if the specified object is INVISIBLE, 
otherwise a FALSE result is returned. 

See also INVIS, VIS, VIS? 



Class - Loop Command 
{ loop count} 



LOOP 

Format: LOOP (P1) 

Function: 

This command marks the start of a LOOP section. The commands between the 
LOOP and the corresponding AGAIN command will be executed P1 times. 
See also AGAIN 



Class - Player Command 
{movement mode} 



MODE 

Format: MODE (P1) 

Function: 

This command alters the current movement mode of the player. In the game the 
player is restricted to WALK, FLY1 and FLY2. The CAMERA modes and LOCK 
modes are only available in the EDITOR, therefore the value of the new mode P1 
must be in the range 1-3. Any value above this will be interpreted as 3 and any 
less than 1 will be interpreted as 1. 

See also GOTO 



MOVE (P1 ,P2,P3) 



Class - Animation Command 
{x,y,z coordinates} 



MOVE 

Format: 

Function: 

This command is animation specific, any attempt to execute this command on an 
OBJECT or LOCAL/GLOBAL conditions will have no effect. The command 
MOVEs the members of the current animation (specified at the beginning using 



49 



the INCLUDE command) by the specified amount in the X, Y and Z axis. 
See also INCLUDE, MOVETO 



MOVETO (P1 ,P2,P3) 



Class - Animation Command 
{ x,y,z coordinates} 



MOVETO 

Format: 
Function: 

This command is animation specific, any attempt to execute this command on an 
OBJECT or LOCAL/GLOBAL conditions will have no effect. The command MOVEs the 
members of the current animation (specified at the beginning using the INCLUDE 
command) to the specified position in the X,Y and Z area. 

Example INCLUDE (3) 

START 

MOVETO (2900,0260,4760) 
RESTART 

This condition, when triggered will move object 3 to the coordinates specified in the 
brackets following the command MOVETO. 
See also INCLUDE, MOVE 



NOTV Class - Variable Command 

Format: NOTV(P1) 

Function: 

This command performs a logical NOT on the value specified, the value P1 and the 
result is stored in the specified variable. CCR flags are set accordingly. 
See also ANDV, ORV 



OR 

Format: 



Class - Condition Command 



IF Condition 
OR Condition 
THEN Commands... 
[ ELSE Commands... ] 
ENDIF 

Function: 

This command combines the result of two or more condition checking commands and 

returns TRUE if any of the specified checks are TRUE otherwise a FALSE result is 

returned. 

See also IF, THEN, ELSE, ENDIF, AND 



ORV Class - Variable Command 

Format: ORV(P1,P2) 

Function: 

This command performs a logical OR on the two values specified, the value P1 is 
ORed with the value P2 and if P2 is a variable specifier the result is stored in the 
specified variable. CCR flags are set accordingly. 



50 



Example IF SHOT? 

THEN ORV(2,V21) 
ENDIF 

This uses Bit 2 of Variable V21 as a flag to say that an object has been shot. 
Using this method it is possible to use a Variable to store a number of ON/OFF 
flags. The flags can be checked using the ANDV command. 
Example IF ANDV (V21,2) 

THEN Commands... 

[ ELSE Commands... ] 

ENDIF 
By "ANDing" V21 with 2 and not the other way round the AND is executed without 
storing the result, therefore it is possible to check the state of the flags without 
affecting them. 

See also ANDV, NOTV 

GETXPOS,GETYPOS,GETZPOS Class - Object Interrogator 

Format: GETXPOS (V1 ,P2 [,P3]) {variable, objectj, area]} 

GETYPOS(V1,P2[,P3]) 

GETZPOS(V1,P2[,P3j) 
Function: 

These commands store the position of the specified object P2, in area P3 along 
the X, Y or Z axis in the specified variable V1 . If no area is specified, the current 
area is assumed. 
Example GETXPOS (V21,2) 

IF VAR=?(V21,1000) 

THEN SOUND (2) 

ENDIF 
This will get Object 2's X position and will perform a sound only if Object 2 is at 
position 1000 in the X axis. 

PRINT Class - Instrument Command 

Format: PRINT ("message. ..",P1) {message, instrument} 

Function: 

This command allows the user to print a message to a defined TEXT WINDOW 
type instrument (see INSTRUMENTS). The message between the quotation 
marks is printed to the instrument number P1 if the instrument exists and if it is a 
TEXT WINDOW type. The message can be split into several lines (if the TEXT 
WINDOW is big enough) by using \N to begin a new line. 

RESTART Class - Animation Command 

Format: RESTART 

Function: 

This command is animation specific, any attempt to execute it on an OBJECT or 
in LOCAL or GLOBAL conditions will have no effect. After executing this 
command execution of the animation will continue at the position set by the 

51 



START command. If no START command has been executed the RESTART command 
will set execution to continue from the start of the animation. 

See also START 

REDRAW Class - Instrument Command 

Format: REDRAW 

Function: 

This command will force an immediate redraw of the FREESCAPE view window. Any 

objects whose status have changed since the last frame update will be displayed in 

their new state. 

Example LOOP (10) 

TOGVIS(2) 

REDRAW 

AGAIN 
This will toggle the visibility of Object 2 ten times and REDRAW the FREESCAPE view 
each frame. 

REMOVE Class - Animation Command 

Format: REMOVE (P1) {object} 

Function: 

This command works in the opposite way to INCLUDE. The object specified P1 will be 

removed from the animation. This command can be incorporated into the animation 

controller e.g. to remove objects from the animation one at a time during animation. 

This command may only be used in animation. 

SOUND Class - Sound Command 

Format: SOUND (P1) {sound number} 

Function: 

This command will immediately perform the sound P1. 

See also SYNCSND 

SETVAR (SET) Class - Variable Command 

Format: SETVAR (P1 ,V2) 

Function: 

This command sets the variable V2 to the value P1 . If V2 is not a variable specifier then 
the command has no effect. 

SHOT? Class - Trigger Interrogator 

Format: IF SHOT? 

THEN Commands... 
[ ELSE Commands... ] 

ENDIF 



52 



Function: 

This command checks the SHOT flag in the status byte of the current object. If 

the object has been shot since the last time checked then the command returns a 

TRUE result otherwise a FALSE result is returned. Execution of this command 

also clears the SHOT flag on the current object. 

See also ACTIVATED?, COLLIDED? 

START Class - Animation Command 

Format: START 

Function: 

This command is animation specific, any attempt to execute it on an OBJECT or 
LOCAL or GLOBAL conditions will have no effect. The command marks the start 
of the animation command list. The instruction after the START command will be 
the point at which the RESTART command will continue execution from. The 
START command should be placed after any INCLUDE command as INCLUDES 
after the START will be executed each time through the animation loop, this 
wastes time and has no useful effect. 

See also INCLUDE, RESTART 

STARTANIM Class - Animation Command 

Format: STARTANIM (P1[,P2J) {animator [,area]} 

Function: 

This command will start an animation controller going. At the beginning of a 
game all animation controllers are marked as STOPPED. To begin the animation 
a STARTANIM command must be executed. The STARTANIM command will also 
re-enable an animation controller which has been stopped using the STOPANIM 
command. 

Example IF COLLIDED? 

THEN STARTANIM (2) 

This condition was placed on a selected object. If the object is collided by the 
player then start the second animation controller (2). 

See also STOPANIM, TRIGANIM, WAITTRIG 

STOPANIM Class - Animation Command 

Format: STOPANIM (P1 ,[P2]) {animator [,area]} 

Function: 

This command will stop an animation controller, no commands will be executed 
on the controller until is is started using the STARTANIM command. Upon 
receiving a STARTANIM command the animation controller will continue execution 
from the point at which the STOPANIM command was received. 
See also STARTANIM, TRIGANIM, WAITTRIG 

SUBVAR (SUB) Class - Variable Command 

Format: SUBVAR (P1,P2) 

53 



Function: 

This command performs a subtraction on the two supplied values, the value P1 is 

subtracted from the value P2. If P2 is a Variable specifier then the result of the 

subtraction is stored in the variable otherwise the result is lost but the CCR flags are 

still altered according to the result of the subtraction. Therefore if a SUBVAR command 

is preceded by an IF and followed by a THEN/ELSE ENDIF combination, conditions 

may be executed depending on whether the result was zero or not without altering the 

value of any variables. 

See also ADDVAR, SETVAR 



Class - Sound Command 
{sound number} 



SYNCSND 

Format: SYNCSND (P1) 

Function: 

This command will execute the specified sound P1 in sync with the next complete 

frame update. Note the REDRAW command will also perform a synchronised sound. 

See also SOUND 



THEN 

Format: 



Class - Condition Statement 



IF Condition 

THEN Commands... 

[ ELSE Commands... ] 

ENDIF 
Function: 

This command checks the status of the ZERO flag in the CCR. If the contents are 
TRUE then the commands following the THEN statement are executed until either an 
ELSE or ENDIF statement is found. If an ELSE is found the commands following it are 
ignored up until an ENDIF or the end of the command list. If an ENDIF is found then 
normal command execution will continue with the following command. The THEN 
command is the only command which examines the result of a condition, so an IF 
ELSE ENDIF combination without a THEN command will produce incorrect results. 
See also IF, ELSE, ENDIF, AND, OR 



TIMER? 

Format: 



Class - Trigger Interrogator 



IF TIMER? 

THEN Commands... 

[ ELSE Commands... ] 

ENDIF 
Function: 

This command checks the TIMER flag, the command returns a TRUE result if a 
timelapse of the amount specified in the defaults setup section has passed, otherwise 
a FALSE result is returned. This command is only really useful in LOCAL and GLOBAL 
conditions as these are the only conditions which are executed each frame, any TIME 
commands on OBJECTS will only be checked when some form of interaction takes 
place with the object. 



TOGVIS (TOG) 

Format: TOGVIS (P1 



[.P2]) 



Class - Object Command 
{ object [,area]} 



54 



Function: 

This command toggles the status of the VISIBLE flag in the status byte of object 

P1 in area P2. If no area is specified the object is presumed to be in the current 

area. 

See also VIS, INVIS, VIS?, INVIS? 



Animation Command 
{animator} 



TRIGANIM Class 

Format: TRIGANIM (P1) 

Function: 

This command sets the TRIGGER flag in the status byte of animation controller 

P1 . A WAITTRIG command within the animation controller will register this trigger. 

If no WAITTRIG commands exist in the animation controller a TRIGANIM 

command will have no effect on this animator. 

See also STARTANIM, STOPANIM, WAITTRIG 



UPDATEI 

Format: UPDATEI (P1) 

Function: 

To Update Instrument (P1) in the Test Screen. 



Class - Instrument Command 
{instrument} 



VAR=? (V=?) Class - Variable Command 

Format: IF VAR=? (P1 .P2) 

THEN Commands... 

[ ELSE Commands... ] 

ENDIF 
Function: 

This command will compare the values of the P1 and P2 and return a TRUE 
result if the values are equal otherwise a FALSE result is returned. 
See also SETVAR, ADDVAR, SUBVAR, VAR>?, VAR <? 

VAR>? (V>?) Class - Variable Command 

Format: IF VAR>? (P1 ,P2) 

THEN Commands... 

[ ELSE Commands... ] 

ENDIF 
Function: 

This command will compare the values of P1 and P2 and return a TRUE result if 
the value of P1 is greater than that of P2, otherwise a FALSE value is returned. 
See also SETVAR, ADDVAR, SUBVAR, VAR=?, VAR<? 



VAR<? (P1,P2) 

Format: IF VAR<? (P1.P2) 

THEN Commands... 
[ ELSE Commands... ] 
ENDIF 



Class - Variable Command 



55 



Function: 

This command will compare the values of P1 and P2 and returns a TRUE result if the 

value of P1 is less than that of P2, otherwise a FALSE result is returned. 

See also SETVAR, ADDVAR, SUBVAR, VAR>?, VAR=? 

VIS (V) Class - Object Command 

Format: VIS (P1 [,P2]) {object [,area]} 

Function: 

This command clears the INVISIBLE flag on OBJECT P1 in the specified AREA P2, 

making it visible. If no area is specified the object is presumed to be in the current 

area. 

See also INVIS?, VIS?, INVIS, TOGVIS 

VIS? Class - Object Interrogator 

Format: VIS? (P1 [,P2]) {object [,area]} 

Function: 

This command checks the INVISIBLE flag in the status byte of OBJECT P1 in AREA 

P2. If no area is specified then the object is presumed to be in the current area. The 

command returns a TRUE result if the specified object is VISIBLE, otherwise a FALSE 

result is returned. 

See also VIS, INVIS, TOGVIS, INVIS? 

WAIT Class - Time Command 

Format: WAIT 

Function: 

This command halts processing of the current command list and stores information 

about the current command list on an internal stack. The FREESCAPE processing is 

then allowed to continue, processing any more required conditions, animations and 

player movements, when the next frame comes round execution of the command list 

will continue from the command following the WAIT command. 

See also DELAY 

WAITTRIG Class - Animation Command 

Format: WAITTRIG 

Function: 

This command is animation specific, any attempt to execute it on an OBJECT or in 
LOCAL or GLOBAL conditions will have no effect. The command will check the 
TRIGGER flag in the status byte of the animation controller. If the flag has been set by 
use of the TRIGANIM command, the flag will be cleared and execution will continue 
as normal, otherwise execution will be stopped at the WAITTRIG command and the 
execution of the animation command list will be stopped. Upon reaching the current 
animation controlleron the next frame the WAITTRIG command is the first to be 
executed, therefore the execution of the animation command list is halted at the point 
of the WAITTRIG command until a TRIGANIM command sets the TRIGGER flag. 
See also TRIGANIM, STARTANIM, STOPANIM 

56 



THE ANIMATION CONTROLLER 

In addition to the COMMAND language, the the FREESCAPE system 
includes a further system for object control, namely the ANIMATION OBJECT 
CONTROLLER. The ANIMATION OBJECT CONTROLLER (AOC) provides a 
means of joining a number of objects together and performing movement and 
animation functions on these objects. This means that to move a car (for 
example) it is not necessary to move each element of the car individually for each 
stage of the movement path but simply to join all relevant objects that make up 
the car in an AOC and then every MOVE command in the AOC command list after 
the INCLUDE list will affect all of the objects. 

To animate an object the object must first be marked as MOVEABLE, this 
can be done by entering the OBJECT ATTRIBUTES dialogue box, toward the 
bottom of the dialogue box is a button titled ANIMATION. The initial state of this 
button will be STATIC. Below the ANIMATION field iN the ATTRIBUTES dialogue 
box is a START POSITION text field, while the object is marked as static this 
field will simply contain the message REFER POSITION, this means that as the 
object is not MOVEABLE it can never be moved, therefore its start position is 
equal to its current position. To mark the object as MOVEABLE simply click once 
on the STATIC button, the button will change to show the message MOVEABLE 
and the START POSITION field will change to show the object's current position. 
The START POSITION of a MOVEABLE object can be changed in the same way 
you would its position and size. 

Any attempt to animate a STATIC object will be ignored (if there are problems 
animating an object for any reason it is always advisable to check the animation 
state of the object first). 

AOC commands are executed every frame, all commands in the AOC list 
will be executed in order until either the end of the command list is encountered 
or a redraw is requested. Upon encountering a redraw request program execution 
will stop and the current program position will be stored. Program execution on 
the AOC will then recommence from that position on the next frame. If the end of 
the command list is encountered the AOC is marked as STOPPED and can only 
be used again if a STARTANIM command resets its internal program counter and 
marks it as STARTED. 

Certain commands will, if called from an AOC, force a redraw i.e. MOVE, 
MOVETO, and END. REDRAW should not be used within an AOC, since it will do 
a redraw, then exit, forcing another redraw. Therefore any other commands you 
wish to have executed before the next frame update must be placed before that 
command. A description of the commands available from within an AOC may be 
found in the FREESCAPE COMMAND LANGUAGE section of this manual. 

It is worth noting that although the animated objects will collide with other 
objects in the dataset, a group of objects will behave like a single large object, 
even if they occupy only a relatively small area. For example, an animator 
controlling two small objects, one at each edge of an area, will not be able to 
move them past a tall object in between them. The objects are effectively grouped 
together in a large object that stretches between them, and this will collide with 
the object in the centre. In this case, it is necessary to use two animation 
controllers to move the objects individually. 

57 



EXAMPLES 

TO GO TO ANOTHER AREA 

As an example we will use object 3 which is our DOOR and object 4 which is 
our DOORWAY. For simplicity the doorway is a black RECTANGLE which is placed 
close against a wall and the door is a red CUBE which has been "flattened" by the use 
of the EDIT OBJECT tools and placed close up in front of the doorway. The 
DOORWAY (rectangle) should be set to INVISIBLE via the OBJECTS ATTRIBUTES 
function both on START STATUS and PRESENT STATUS. We will use the 
ACTIVATED? command to "open" the door and reveal the doorway as follows: 

Enter the following condition commands for OBJECT 3 by selecting the 
CONDITION icon and selecting OBJECT 3 from the list by clicking with the mouse 
button until object 3 is highlighted and then selecting the TICK icon. Now enter the 
following: 

IF ACTIVATED? 
THEN INVIS (3) 
VIS (4) 
ENDIF 
Now experiment by clicking the RIGHT MOUSE BUTTON on the door in the VIEW 
window. The door (object 3) should vanish and be replaced by the doorway (object 4). 
Now enter the following condition commands for OBJECT 4 in the same way as 
above and enter the following: 
IF COLLIDED? 
THEN GOTO (1,2) 
ENDIF 
Now try walking towards the "doorway" until you collide with it. You will be trans- 
ported instantly to ENTRANCE 1 in AREA 2. 

TO MAKE AN OBJECT INVISIBLE OR VISIBLE 

As can be seen by the previous example, making objects vanish and reappear is 
a very simple matter. If, for example, we wish an object to become invisible when it is 
shot we would select the object by clicking on the CONDITION icon, selecting the 
object from the list (or by clicking on the object in the VIEW window if it is visible). 
Then the following conditions should be entered: 
IF SHOT? 
THEN INVIS (o) 
ENDIF 
The number in the brackets following the INVIS is the object number. 

TO MAKE A SOUND 

There are several different sound effects within the FREESCAPE system. One 
example would be to have a sound effect when a piece of treasure is picked up by the 
player. The treasure we will refer to as OBJECT 4. The following commands will play a 
sound as the player activates the object and the object vanishes from the VIEW 
window. Select the CONDITION icon and select OBJECT 4 from the list (having, of 
course, previously created the object). 

58 



Now enter the following conditions: 
IF ACTIVATED? 
THEN INVIS (4) 
SOUND (5) 
ENDIF 
Experiment with different sounds by changing the number in the brackets 
following the SOUND command and clicking the right mouse button on object 4 in 
the VIEW window to hear the effect. 

TO USE A LOOP 

At various times during game creation the LOOP command is needed. One 
example of its use would be within an ANIMATION. The following example will 
show how to animate an object and the use of the LOOP command. Clear all data 
from the VIEW window and create a cube. This will be OBJECT 2 (Cuboid 2) as 
CUBOID 1 is the base of the area. Select CREATE ANIMATION from the AREA 
MENU at the top of the screen. There will be no visible response but if EDIT 
ANIMATION is then selected it will be seen that ANIMATION 1 has been created 
ready for use. For the moment select ATTRIBUTES from either the OBJECT menu 
or from the SHORTCUT icons then select OBJECT 2. A dialogue box will appear 
showing the ATTRIBUTES for OBJECT 2. Click on the window where you see 
STATIC until the word MOVEABLE appears. Note that to animate an object it 
must always be defined as moveable first. Now select EDIT ANIMATION, select 
animator number 1 from the list shown and enter the following conditions: 

INCLUDE (2) 

LOOP (20) 

MOVE (40,0,0) 

AGAIN 
We now need something to trigger the animation so we will select the floor 
which is CUBOID 1. Select the CONDITIONS icon and select CUBOID 1 in the 
usual manner. Now enter the following: 

IF SHOT? 

THEN STARTANIM (1) 

ENDIF 
Now shoot the floor to see the results! 

TO CREATE AN ANIMATION 

As in the previous example HOW TO USE A LOOP it will be seen that 
animation is a very simple procedure. For this example we will attempt to move 
the cube directly to another position on the VIEW window. Create the cube and 
define it as MOVEABLE as in the previous example and create an animator for 
our commands. Now select EDIT ANIMATION and enter the following: 

INCLUDE (2) 

START 

MOVETO (4560,0200,4760) 

RESTART 
This will be activated in the same way as the previous example by shooting 

59 



the floor. Try shooting the floor to see the cube transported to another position to the 
right of the VIEW window and slightly lower. 

Now we will attempt something a little more sophisticated. We will attempt to 
animate the cube to glide from one side of the VIEW window to the other and back 
again. To save time we will edit the existing conditions. Select EDIT ANIMATION and 
reselect the same animator to edit. Edit the conditions to read as follows: 

INCLUDE (2) 

START 

LOOP (20) 

MOVE (40,0,0) 

AGAIN 

LOOP (20) 

MOVE (-40,0,0) 

AGAIN 

RESTART 
Now shoot the floor and see the result! Note that the LOOP is repeated after 
the first AGAIN command and that the MOVE has been modified by a minus before 
the 40. This is to move the cube in the reverse direction to the first loop. Experiment a 
while with the coordinates after the MOVE Command and see what happens. 

HOW TO USE VARIABLES 

The format for using a VARIABLE can be handled in the same way through 
various types of conditions, on an OBJECT condition we could, for example, arrange 
for a variable to be increased to hold a higher value when it is shot, as follows: 
IF SHOT? 

THEN ADDVAR(25,V21) 
Thus adding 25 to the VARIABLE number 21. In a similar way a value can be 
deducted from a VARIABLE using the following example: 
IF SHOT? 

THEN SUBVAR(15,V21) 
To set a VARIABLE to hold a specified number we could use the following 
GENERAL condition Commands: 
SETVAR (600.V21) 
This same process can be incorporated into slightly morecomplicated conditions 
where we want to check the value of the variable and then if TRUE to set the variable 
to hold another value as follows: 
IF VAR>?(0,V21) 
THEN SETVAR (3000, V21) 
Thus if Variable 21 holds a value greater than 0, Variable 21 will be set to hold 
the value 3000. 

MORE ABOUT VARIABLES 

The use of VARIABLES enables you to create a wide range of conditions, from 
the very simple to the complicated. The system has 256 VARIABLES available for use 
by the COMMAND LANGUAGE. These VARIABLES are 32 bit storage areas (that is 
they can hold numbers in the range -2147483646 to +2147483647) which can be used 

60 



to store and manipulate various numerical values within the environment, eg 
player score, object position, fuel supply or a timer. The first 30 (0-29) of 
these VARIABLES are used by the FREESCAPE II system. The contents of 
these VARIABLES are updated each frame by the system, and any changes to 
the VARIABLES are so noted by the system, le. if a variable command were to 
change the value stored in Variable V0 (the viewpoint X position) the next 
displayed frame would move the player to the new specified X position. A list of 
the contents of the system VARIABLES follows: 

00 Viewpoint X position 

01 Viewpoint Y position 

02 Viewpoint Z position 

03 Viewpoint X rotation 

04 Viewpoint Y rotation 

05 Viewpoint Z rotation 

06 Current vehicle type 

07 Current height (WALK only) 

08 Current Area number 

09 Number of last Area visited 

10 Distance fallen above max ability 

11 Number of times shot 

12 Number of times crushed 

13 Number of last SENSOR (detect only) to find you 

14 Number of times SENSED (detect only) 

15 ASCII code of last key pressed 

16 Button status at last press (1-LEFT,2-RIGHT,3-BOTH) 

17 Mouse X position at last press 

18 Mouse Y position at last press 

19 50Hz counter for accurate timing 

20 Player firing control ( see below ) 

21 Number of shots fired 
22. .29 Reserved 

The player firing control variable allows optional control of the player's ability 
to shoot. Putting into this variable disables the player's shooting completely. A 
value of 1 enables shooting. Adding 2 draws lines from the edges of the screen to 
the point of firing, and adding 4 enables the firing sound. 

Finally, adding 8 allows rapid fire - holding down the firing button releases a 
continuous stream of shots. So, to enable firing and rapid fire, but with no lines or 
sound, a value of 1 + 8 ( enable + rapid fire ) = 9 should be placed in this variable. 
At the start of the game, it is set to 15 ( enabled, lines, sound and rapid fire ), so 
it would be necessary to include a SETVAR(V20,9) in the startup condition to 
override this. 

Parameters are passed to the commands in brackets following the command 
itself, the number of parameters required by the command varies and some have 
optional parameters, in the case of commands with optional parameters (mostly 
object commands, where the area number is usually optional) the optional 
parameter is usually the last one in the list. All numeric parameters may be given 
as either an absolute value in the range -16383 to +16384 or as a variable specifier 
in which case the value must have a V preceding it and is restricted to the range 
to 255. If a parameter is given as a variable specifier then the contents of the 
given variable are used as the parameter. 

61 



Note 1 : 

In the defaults setup dialogue box there is an option to set an initial condition 
number, this number refers to GENERAL conditions and allows the user to have any 
of the defined global conditions executed only once immediately after reset. This 
condition will then be ignored from then on. 

Note 2: 

VARIABLE 255 is not cleared when the environment is reset and as such could 
be very useful when a Hi-Score counter is required. 



SOUND EFFECTS 

(PC) 
The sound bank on the PC consists of 20 sounds, defined as follows: 



1 


Beep 




2 


Buzz 




3 


Sensor shooting 




4 


Player shooting 




5 


Step up 




6 


Step down 




7 


Fall too far 




i 


Door open 






Door close 




10 


Double tone 




11 


Rising tone 




12 


Activate 




13 


Bonus 1 




14 


Bonus 2 




15 


Bonus 3 




16 


Anti-bonus 




17 


Chink 




18 


Drone 




19 


Lift up 




20 


Bonus 4 

SOUND EFFECTS 

(Atari ST and Amiga) 




The Standard Sound Bank allows for 32 sounds. Sounds to 6 are already 


defined: 






0. 

1. 


Laser Out (PLAY SAMPLE 1) 
Shooter (PLAY SAMPLE 2) 




2. 


Bump (PLAY SAMPLE 3) 




3. 


Explosion (PLAY SAMPLE 4) 




4. 


Ping (FIXED SOUND) 




5. 


Smash (PLAY SAMPLE 5) 




6. 


Clang (PLAY SAMPLE 6) 




7. 


UNDEFINED (PLAY SAMPLE 7) If exists! 





31 UNDEFINED (PLAY SAMPLE 31) If exists! 



62 



CREATING A NEW SAMPLE BANK 

(ST and AMIGA only) 

The format for the FREESCAPE II samples are as follows: 

0000 Length 

0004 Playback rate (ignored) 

0006 8 bit sample data 

Samples saved in RAW 8 bit sample format from most samplers is similar to 
the above (note the contents of the playback rate is not important as it is ignored 
anyway). The sample BANK is made up of a number of these samples joined 
together as a linked unit (one immediately following another). A small utility is 
supplied called JOIN (JOIN.TTP on the Atari ST) to concatenate a number of 
sample files together to create a new sample bank. The command line supplied to 
the JOIN command must be of the format: 

<Sample_1_name>+<Sample_2_name>+<Sample_?_name> <Sample_BANK_name> 

Note there are no spaces between each sample name but the space 
between the sample list and the BANK name is essential. 

To pass a command line to the program on the Amiga, simply type 

JOIN [Command Line] from the CLI. 

On the Atari ST, double click on the JOIN.TTP icon and when a text input 
box appears requesting the parameters for the program type in the command line 
at the prompt. 

Once a new sample bank has been created it can be used in the 
CONSTRUCTION KIT by passing the KIT a command line of the form: 

3DKIT -s<Sample Bank Name> 

The sample bank name must follow the -s option immediately with no spaces. 

Note: 

To be able to pass a command line to the Atari ST version of the 
CONSTRUCTION KIT it will be necessary to RENAME the 3DKIT.PRG file to 
3DKITTTP. Having done this, when you double click on the 3DKIT.TTP icon a text 
input requester will appear and you may then type in the command line. 

If there is not enough memory to load a new, larger sample bank within the 
CONSTRUCTION KIT it may still be possible to use the new bank on a runnable 
game (as there is more available memory in a runnable environment as the 
EDITOR is not used). This can be achieved by MAKEing the runnable environment 
with the standard sample bank, there will be a file called GAME. SAM (where 
GAME is the name of the stand alone environment). Replace this file with the new 
sample bank (giving it the same name i.e. GAME. SAM) and it will then be loaded 
as the environment's sample bank. 



63 



m 



[Ml 





APPENDIX 








DEFAULT KEY CONTROLS 






MOVE 
FORWARD 


ID 


TURN 
LEFT 


m 


MOVE 
BACK 


MOVE 
LEFT 


m 


LOOK 
UP 


m 


MOVE 
RIGHT 


MOVE 
UP (RISE) 


m 


TILT 
LEFT 


m 


MOVE 
DOWN (FALL) 


TURN 
RIGHT 


o 


FACE 
FORWARD 


m 


SAVE GAME 
POSITION 


LOOK 
DOWN 




U-TURN 

ACTIVATE 
OBJECT 

CHANGE 

MODE 

(WALK/FLY) 

FIRE! 


m 


LOAD GAME 
POSITION 


TILT 
RIGHT 


ESC| 


QUIT 
GAME 


SELECT 
MODE 


m 


CENTRE 
CURSOR 
ON/OFF 




SPACEl 





RECOMMENDED ART PACKAGES 

AMIGA, ST and PC - DeLuxe Paint I, II and 
ST Only - Degas Elite, Neochrome. 



HINTS AND TIPS 

1 Save regularly. 

2 Have blank formatted disks ready for saving data. 

3 Always mention the Construction Kit release number in any correspondence. This 
can be accessed from the ABOUT function in the FILE menu. 

4 Colour sides of objects that can never be seen to colour (Invisible) to increase 
performance. 

5 Care should be used when entering Conditions as an infinte loop could be created 
effectively causing a crash. If in doubt save your data to disc before testing a 
procedure you are unsure of. 



64 



DISK CONTENTS 

The disk contents are described in the README file on the actual disk. To 
view this file, type README at the DOS prompt, or run README or README. PRG 
from the desktop. This file will also detail any changes to the manual, errata, etc. 



POSSIBLE ATARI ST DISK ERROR MESSAGES 



ERROR 
ERROR 
ERROR 
ERROR 
ERROR 
ERROR 
ERROR 
ERROR 
ERROR 



-2: 
-7: 
10: 
11: 
12: 
■13: 
■33: 
34: 
■36: 



Drive not ready. 
Not a valid disk. 
Write error. 
Read error. 
General error. 
Write protect. 
File not found. 
Path not found. 
Access not possible. 



ERROR -46: Invalid drive. 



There is no disk in the specified drive. 

The disk is not an ATARI DOS disk. 

Basic error in writing to the disk. 

Basic error in reading from the disk. 

Usually write protected disk. 

Disk is write protected. 

The file specified does not exist. 

The path specified does not exist. 

The file has been protected against deletion 

or writing, or it is a directory. 

The specified disk drive does not exist. 



w 

z 
o 



o 



o 

LU 

o 



POSSIBLE AMIGA DISK ERROR MESSAGES 



ERROR 202: In use. 



ERROR 204 
ERROR 205 
ERROR 210 



Path not found. 
File not found. 
Invalid filename. 



ERROR 212: Wrong type. 
ERROR 213: Disk not valid. 



ERROR 214: 
ERROR 218: 
ERROR 221: 
ERROR 222: 
ERROR 223: 
ERROR 224: 
ERROR 225: 
ERROR 226: 



Write protected. 
Disk not mounted. 
Disk full. 
Cannot delete. 
Cannot write. 
Cannot read. 
Not a DOS disk. 
No disk. 



Another program is already using this file or 

directory. 

The path specified does not exist. 

The file specified does not exist. 

The path or filename specified contains invalid 

characters. 

The filename you specified is a directory, or vice 

versa. 

The disk either has not yet been validated by the 

system, or is defective. 

The disk is write protected. 

The disk named is not in one of the disk drives. 

The disk is full. 

The requested file is protected from deletion. 

The requested file is protected from writing. 

The requested file is protected from reading. 

The disk is not a valid Amiga DOS disk. 

There is no disk in the drive. 



s 

< 



RANGES OF ALLOWED VALUES 



Object X,Y,Z positions: 

sizes: 
Viewpoint X,Y,Z positions: 
rotations: 
Numbers in conditions: 
Variables: 

which can store: 



Q..8192 

0..8192 

0..8192 

0..359 

-16384. .+16383 

255 

-21 47483646. .+21 47483645 



65 



PC - ADDITIONAL INFORMATION FOR VGA 

As EGA except for:- 

SAVE DATA and LOAD DATA 



LOAD BORDER 

MAKE (PC) 

EDIT INSTRUMENT 

AREA COLOURS 

COLOUR OBJECT 



VGA only - an extra file will be saved to disc 
containing colour palette information - this will 
have the extension .PAL 

VGA format is 320 x 200 pixels, 256 colours 

The runner program is called RUNVGA.EXE 

The instrument colour range is from to 256 
for all types 

This will display the COLOUR OBJECT option 
as all areas use the same palette 

256 solid colours are available in VGA mode. 
The last 16 colours are used for the editor and 
cannot be changed. All other colours can be 
altered using the red, green and blue slider bars. 



66 



V) 



INDEX 



ABOUT 18 

ACTIVATE DISTANCE 21 

ACTIVATED? 43,58 

ACTIVATING 7,21 

ADDVAR 44,60 

AGAIN 44,59 

ALERT BOX 10 

AND 44 

ANDV 45 
ANIMATED OBJECT 

CONTROLLER 57 

ANIMATORS 57 

AOC 57 

AREA 58 

AREA COLOURS 27-28 

ATTRIBUTES 39 

BORDER 15 

CAMERAS 6 

CLEAR ALL 17 

CLIMB ABILITY 21 

COLLIDED? 45,58 

COLOUR 

Area 27-28 

Object 7-8,40-41 

COMMANDS 43 

CONDITIONS 

Area 30-31 ,43 

General 20-21 ,43 

Object 38,43 

CONTROLS 

Kit 12,64 

User Defined 22 

COPY OBJECT 38 

CREATE 

Animation 33 

Area 25 
Condition 

Area 30 

General 20 

Instrument 23 

Object 7,35 

CUBE 35.7 

DEFAULTS 21 

DEGAS 15,64,3 

DELAY 45 
DELETE 

Area 26 

File 17 

Object 37 

DELUXE PAINT 64,3 



DESTROY 


45 


DESTROYED? 


46 


DIALOGUE BOX 


10 


DISK ERRORS 


65 


EDIT 




Animator 


34 


Condition 




Area 


30 


General 


20 


Object 


38 


Entrance 


32 


Instrument 


23-24 


Object 


35-36 


Move 


36 


Point 


35 


Shrink 


36 


Stretch 


36 


Turn 


36 


ELSE 


46 


END 


46 


ENDGAME 


47 


ENDIF 


47,58 


ENTRANCE 




Create 


31 


Edit 


32 


Delete 


32 


EXCLUDE 


5 


EXECUTE 


47 


FALL ABILITY 


21 


FCL 


43 


FLY1 


6 


FLY2 


6 


FREESCAPE COMMAND 




LANGUAGE 


43 


FILE SELECTOR 


9-10 


FINE 


6 


GETXPOS 


51 


GETYPOS 


51 


GETZPOS 


51 


GLOBAL OBJECTS 


42 


GOTO 


48 


GOTO AREA 


27 


GRAVITY 


6 


GROUND 


6,26,40-41 


GROUP 


41 


HEXAGON 


35 


HIGHLIGHT 


5 


HORIZON 


26,40-41 



67 



ICONS 




SAMPLES 


62-63 


Edit 


35-36 


SAVE 




Mode 


6 


Data 


13 


Movement 


6-7 


Object 


14 


Shortcut 


6 


SELECT OBJECT 


37 


IF 


48,58 


SENSOR 




IFF 


15 


Direction 


39 


INCLUDE 


48,59 


Effect 


39 


INFORMATION BAR 


5 


Range 


39 


INITIAL CONDITION 


21 


Speed 


39 


INSTRUMENTS 


23-24 


SETVAR 


52,60 


INVIS 


48,58 


SHOOTING 


7 


INVIS? 


49 


SHOT? 


52,58 






SKY 


26,40-41 


JOIN 


63 


SOUND 


52,59 






SOUNDS 


62-63 


KITGAME 


7 


START 


53,59 






STARTANIM 


53,59 


LINE 


35 


STATIC 


39 


LOADING 


4 


STEP 


19 


LOAD 




STOPANIM 


53 


Border 


15 


SUBVAR 


53-54,60 


Data 


13 


SYNCSND 


54 


Object 


14 


SYSTEM VARIABLES 


61 


LOCK 


5-6 






LOOP 


49,59 


TEST 


25 






TEXT EDITING 


11 


MAKE 


15-16 


THEN 


54,58 


MENUS 


4-5 


TIMER 


21 


MODE 


49 


TIMER? 


54 


MOVABLE 


39,57,59-60 


TOGVIS 


55 


MOVE 


49,60 


TRIANGLE 


35 


MOVETO 


50,59 


TRIGANIM 


55 


NEOCHROME 


15,64,3 


UNDO 




NOTV 


50 


Colour 


40-41 






Edit 


36 


OR 


50 


UPDATEI 


55 


ORV 


50 










VARIABLES 


60-61 


PARAMETERS 


43 


VAR=? 


55 


PENTAGON 


35 


VAR<? 


55 


PREFERENCES 


19 


VAR>? 


56 


PRINT 


51 


VIEW WINDOW 


4-5 


PYRAMID 


35,36 


VIS 


56,58 






VIS? 


56 


QUADRILATERAL 


35 






QUIT 


18 


WAIT 


56 






WAITTRIG 


56 


RECTANGLE 


35 


WALK 


6 


REDRAW 


52 






REMOVE 


52 






RESET 


19 






RESTART 


51,59 






RESTRICTIONS 


65 







68 



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